Matt-Liell Posted October 27, 2002 Share Posted October 27, 2002 Well i got all the plugins i needed so i decided to start modeling! im not even sure if im doing it right so if u see anything wrong just tell me! so what do u think, please do keep in mind its my first model! u only see the front and bottom view in this pic! http://www.geocities.com/yaduskins/wipblaser1.jpg Link to comment Share on other sites More sharing options...
PalnGipanji Posted October 27, 2002 Share Posted October 27, 2002 You might want to take a perspective capture of that model... from the image shown there, you really can't get a good idea of the model at all. Just looks like a couple of cylinders from the angles shown. And hey, don't worry about it being your first model. You'll learn a lot just from doing it, and probably have more to come after this one. Let's see another shot of the blaster. Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 l ill work on it nore and post some more pics, do u think everything is ok with it? Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 well i decided not to make it boba's blaster just a bounty hunter's blaster anyway here are some more pics. http://www.geocities.com/yaduskins/wipblaster Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted October 27, 2002 Share Posted October 27, 2002 Appears to have too many polys. Cut down on some of the stacks, and don't use the ring, you can do those with a skin. Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 what do u mean the ring, u mean the circles at the front of the blaster? ill reduce the polys, but other than that is it going to work do u think? also i was wondering how to skinmap. Link to comment Share on other sites More sharing options...
-Chrono_MOT- Posted October 27, 2002 Share Posted October 27, 2002 Yes, the rings. As a rule of thumb, never exceed these guidelines for weapons: 1000 vertices, 1200 polys. Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 how can u tell if u have, where can i find out? (im using gmax) Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 took off the rings and other unnecessary shapes, heres a pic: http://www.geocities.com/yaduskins/wipblaster6.jpg (if pic doesn't show copy and paste the URL) Link to comment Share on other sites More sharing options...
Madjai Posted October 27, 2002 Share Posted October 27, 2002 its obvious you left the defaults on when making those cylinders. in your recent pic, look at the biggest cylinder, you can see it has 4 rings in the middle of it, these are called segments. when you make a cylinder, you can see under its properties two very important parts, 1. Segments and 2. Sides. these properties determine how many polys your cylinder will have. always set your segment to 1, this will eliminate all the extra rings. and choose an appropriate number of sides so that its not overly round but not too boxy. to check the poly count, goto utilities (the hammer picture, not the name Utilities on top). there should be an option called polycount or something. Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 cool thanks! how would i get it in game do u think? and for anyone reading this post, do u like the blaster? Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 i went to polycount in gmax and it says 992 is this good? Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted October 27, 2002 Share Posted October 27, 2002 nice model! as for getting ingame: there are 2 files u need to replace (well, 3). replacing the briar pistol, these are: briar_pistol.md3 briar_pistol_w.glm briar_pistol.jpg these are the internal and external models, and the skin, respectively. to get ingame: first, make sure u have a tag_flash in the model, and in the right place, and that the 0,0,0 co-ordinate is in the grip of the gun, near the top of it. then, export your model as c:/models/weapons2/briar_pistol/briar_pistol.md3 next, open assets0.pk3 in winzip and extract briar_pistol_hand.md3 into c:/models/weapons2/briar_pistol, and then open it. your weapon model will be loaded into it. click animations -> play and watch the anim. as it moves along, not the dip down but the slide, take note of which way your model is facing. i guaruntee it wont be inline. as i recall, it will be 90 degrees out in 2 of the 3 planes. in the default view of birar_pistol_hand.md3, it should be aligned to face u side on, with the back to the left. however, it will be pointing down and facing the wrong way. go back into gmax, rotate the model 90 degrees in 2 axes (i forget which - try wm out) and re-export, then reopen briar_pistol_hand.md3 and see if its inline. keep trying until it faces right. watching the anims, it should move backwards on the slide and dip down at the front during the curve. as far as i know, these are the anims for firing and taking the weapon out. once this is right, go back to gmax, and move the model about a grid square forward and to the left (looking at it from above). re-export, and u should b done for this bit. now, move it back to where the handle is over 0,0,0 and rotate it 90 degrees clockwise around the axis that runs front to back while looking at the model from behind. rotate and realign tag_flash and then export as c:/models/weapons2/briar_pistol/briar_pistol_w.md3 open this in md3view, and click file -> export as GLM click through the popups, and then close. put the model texture into the c:/models/weapons2/briar_pistol folder, and then run winzip. create a zip file called "gun.pk3" (including the speech marks) in the GameData\base folder of ur JKII install, and add briar_pistol.md3, briar_pistol_w.glm and briar_pistol.jpg to it, saving full path info. then, run the game, and ur model should b ingame with any luck. i hope thats not too complicated, i have a habit of going over the top as it were. if u have any trouble, just ask, either post here or mail me (mat_howe@hotmail.com). the method i outlined above works fine for me, except that the model is seethrough in first person. fine in 3rd, invisible in 1st. its there, and its onscreen (cos i can see where the shots come from), but its not there. does anyone else have this problem, or know how 2 solve it? sorry to post a slightly flawed method, its probably summat simple ive missed, but if anyone could help id appreciate it. Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 long explaination but in time ill be able to read it, i think the only question i have left is how to skinmap? thanks to everybody who has helped so far! i never thought i'd learn so much on the first day of modeling! in 7 hours i already almost have a completed model! Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted October 27, 2002 Share Posted October 27, 2002 theres a basic skinmapping tutorial about halfway down my basic saber modelling tutorial at http://www.btinternet.com/~howe_alison/brothers/tutorial/gmax_jkii_tutorial.htm that should cover about all u need to know to get started, altho i can guaruntee that when u get into skinmapping u will regret becoming a modellor. thats why i started using 3dsmax and the ChilliSkinner plugin (very handy!!) Link to comment Share on other sites More sharing options...
snakeyes141 Posted October 27, 2002 Share Posted October 27, 2002 cool model ...if you want to try editing the vertices on the barrell with the uniform scale tool if you do that with the cylinder (selecting all the vertces in 1 ring) you could make some awesome weapons but still pretty awesome Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 Lord -=[FBF]=- u have been the biggest help! i dedicate this model to u! in fact would u mind if the official name was the "L class FBF short range blaster" ? Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted October 27, 2002 Share Posted October 27, 2002 sure, no problem. im honoured u think ive been that much help. any more questions dont hesitate to ask. Link to comment Share on other sites More sharing options...
snakeyes141 Posted October 27, 2002 Share Posted October 27, 2002 i take it that you got it in game then Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 no, much to do have i first! Link to comment Share on other sites More sharing options...
snakeyes141 Posted October 27, 2002 Share Posted October 27, 2002 lol hell i know that feeling Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted October 27, 2002 Share Posted October 27, 2002 who doesnt? Link to comment Share on other sites More sharing options...
Matt-Liell Posted October 27, 2002 Author Share Posted October 27, 2002 one more quick question for the day u guys! (i have to stop modeling and do homework! ) i smoothed the texture of the model and wasn't sure which model to use. here is a page with the 2 models on it which one? http://www.geocities.com/yaduskins/wipblaster Link to comment Share on other sites More sharing options...
snakeyes141 Posted October 27, 2002 Share Posted October 27, 2002 smoothed 1 in my opinion Link to comment Share on other sites More sharing options...
Lord -=[FBF]=- Posted October 27, 2002 Share Posted October 27, 2002 smoothed one looks better, definately. u might want to check what the smooth has done to the polycount tho.... Link to comment Share on other sites More sharing options...
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