Modelling questions
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06-21-2006, 11:45 PM,
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CS: I might tackle one of those big awnings next then.
RW: I think tilesets are a bit beyond me atm. Only just got used to max again. And I really don't fancy messing around with collision detection. This texturing thing is a nightmare. Still don't understand it. I'll tackle some tutorials tomorrow, the max one isn't up to much. |
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06-22-2006, 12:12 AM,
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I can't say much about it since the creator hasn't gone public yet - but I believe there is a new nif exporter for 3D Studio Max slated for release within a week, which will be able to export collision and maybe other things as well.
Assuming you haven't collapsed the modifier tree for the stakes I would suggest a cylindrical map added at the top of the tree, right after "Cylinder" (assuming you used a cylinder). That will usually keep the mapping intact, depending on how much you modify it. If that won't work try adding a box map with equal height, width and depth. All three sides of the map should be as high as the highest number was when the map was first added, assuming you'll be using a square wood texture. If you use a rectangular wood texture then iirc one of the measurements of the map should be twice as large as the other two. Just using box maps, and making them boxes instead of using the default values, can take you a really long way The roof is another matter though. If it was me, I would have added the map before tilting it, because then you can hit the T key to get a perfect perspective. Then hit "View Align" and "Fit" and it should be mapped perfectly. Again, depending on how big the surface area is compared to the texture you use. If you use a square texture on a rectangular surface then naturally View Align & Fit will make it drawn out. If it's a perfect rectangle, then you can set the tiling on that direction to 1,5 instead of 1 and it will look like it should. Modelling and texture mapping often go hand in hand and it's much easier to add it as the object is being modelled than to add it afterward.
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My pet peeve: huge images in img code. I reserve the right to make any such image into a clickeable thumbnail whenever I see it. Angel mired in filth |
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06-22-2006, 01:19 PM,
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RW:
1: Its built from scratch using a spline cage. 2: Thanks for the info. I'm a little sketchy on what some of it means exactly, but I'm going to spend my afternoon reading up on the subject. 3: As for the roof, I have it saved in it's initial state so I'll map it then import it into the scene. Max crashes too much for my liking so everything has backups at various stages. |
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06-23-2006, 01:47 AM,
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Here's my first effort at mapping. Had a few issues but it's all covered. The textures are awful I know... I'll track some better ones down.
Can anyone give me hints on where to go next. As you can hopefully see in the pic, the lower section of the poles are distorted. The only type of wrap that looked reasonable was the plane one. Do I need to apply two wraps, or is that not possible. I got bump mapping working at least. Made my own ones too! http://i67.photobucket.com/albums/h290/T...5434a9.jpg Oh, and I had a few problems uploading to Silgrad's gallery. Something about it not being a GD extension. Thanks in advance guys. As soon as I have this sorted I'll be flying. Edit: Damn photbucket, they said they would only resize my pic if it was over a meg and it ain't... *mutter* |
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