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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-05-2004, 10:03 PM
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#11 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
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Originally Posted by key0p
THeres nothing that couldnt be touched up easily.Nice model+skin, give us an in-game screenie 
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If you don't know what you are talking about, then don't say anything. There are 2 ways to fix this model...and in both cases the phrase "could be touched up easily" can't be applied. If you were to go to fix up the model you could
a) spend hours working on the skin...lining up parts and getting it to look seamless (i've done this many times...it isn't fun) or
b) have the model touched up and completely re-uvmapped...
I wouldn't suggest you doing that though, since it looks fine ingame. On a scale of 1-10, I give the model+skin a 5.
Just my 2 cents...
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03-05-2004, 10:12 PM
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#12 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Sorry smurf but I find lining up skin very very easy.I also find manipulating the mesh very very easy.
Only thing I find difficult is making original textures, so how about you dont say anything when you dont know what you are talking about ok?
Meshes can be edited without needing to re map the skin.
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03-05-2004, 10:20 PM
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#13 (permalink)
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Senior Member
Join Date: Jan 2004
Posts: 224
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I agree KeyOP, some models i never feel finished with and am always ttoucking up, usually small changes, and toucking up the skin thru UV unwrap is not difficult(infact its a very handy tool to fix skin problems) and once you have the shape you want in the mesh its also easy to make small tweaks.
HMM... sound like you might be a rookie modeler Smurf.
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03-05-2004, 10:21 PM
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#14 (permalink)
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Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
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:| ooh, drama. Chill out, lol. Actually, smurfbizkit, I think you don't know what you're talking about, at least in this case. With this particular model and skin, slightly changing the UVMap is the easiest way to fix it. It's just how it is with this one.  Anyway, thanks for the feedback guys. Yeah, I did kinda go overboard with the bulletholes, but hey, I was having fun.
*imitates Hornet 20mm tearing up an SU-37*
mwa-ha-ha-ha-ha-ha! 
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03-05-2004, 10:46 PM
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#15 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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Quote:
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Originally Posted by Phoib
Nice plane, but erm...
A plane with that many bullet holes falls apart. Especially a Su-37...
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I think that was the damage skin or something because theres a version without all the bullet holes. Nice model, ok skin.
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03-05-2004, 11:39 PM
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#16 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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the main thing i ment about lining up the textures and such...is the way that the camo is on the skin....making it look like the blocks of camo color are painted on top of the entire model (instead of painted on peices of it separately)
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03-05-2004, 11:54 PM
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#17 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Its not that hard to to line it up in the UVmap window, just load up the texture behind the vertices and freeze the ones you are not moving.
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03-06-2004, 05:40 AM
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#18 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 734
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When preparing a model for texturing, or "skinning" as it is often called, you have 2 directions to take:
You either rely on some "automated" unwrapping tools you can find in max5/6 and then spend more time on the texturing the rather large amount of unwrapped pieces. However automated unwrapping hardly considers skin continuity. The result is that you get your UV map rather easy and fast, but you loose a lot of time when texturing. (Unless you don't care for mismatching camo-patterns, like it is in this case)
You can however create UV layouts that are much easier to skin and that allow a great continuity to apply complex texturing patterns. In that case there is no substitute for the manual unwrapping. I reedited several models made by others using the manual approach. In that respect I think Smurf knows what he's talking about as he skinned both unwrapping methods...
@ Keyop
When using a random camo pattern is all but easy (but do-able) to have it match perfectly all around. It takes a lot of time because you constantly need feedback between the 3D model and the texturing program. One big help is to use a 3d paint program...
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03-06-2004, 06:16 AM
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#19 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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The only way I skin these units is manually.Generals is low poly.
Smurf may know what hes talking about when he says it hard/time consuming for him, but he cant talk for others.
The way I skin I only need to refer back to the paint program if I need to edit the skin itself.I refer back to paintshop many times when modelling, but thats only to view reference images.
I used to find the gmax skinning procdure a bit tedious, but its not hard once you get the hang of it, and I still havent needed to read most of discreets tutorials for UV mapping in gmax.
I understand the advantages of a well layed out skin, and using camo tiling.My problem is colour and lighting, not lining things up.
But back to my original point, I dont think the close up the errors on that model would be hard to fix - and it looks VERY GOOD in game which is what counts! I think smurf was quite harsh with a rating of 5, well, I guess I dont know what he rates his own stuff 
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03-06-2004, 07:35 AM
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#20 (permalink)
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Senior Member
Join Date: Sep 2001
Location: Hel... er New Jesery, US
Posts: 1,576
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Guys... On topic... or else
And it looks alright... in the picture it looks a little large for a plane but maybe it the zoom level. *shrugs* I don't pretend to know how to Mod Generals *shrugs* or models in general... I'm an INI man
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