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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Better Skinning - also link to very good tutorial

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-13-2004, 07:26 AM   #1 (permalink)
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Default Better Skinning - also link to very good tutorial

From an artisits view skinning tools are pretty rank. ok fair enough their really good if u cant uvw map yourself. but for better results do it manualy.

heres a good uvw mapping tutorial.
http://www.planetquake.com/polycount...-mapping.shtml

i know its an organic but everything still applies.

ok guys i must encourage you to download the demo of max 6, even if ur just gonna use it for the 30 days trial period....or do somin about that length of time .

guys just download 3d studio max 6 demo from www.discreet.com or if it works

http://nct.discreet.com/fulfill/0049...49ac491ab85f-3


This is a good skinning plugin in for max.

http://www.chuggnut.com/scripts/unwr...nwraptools.htm

just adds some very useful tools to max's standard skinning module.also includes a very handy dump map option.
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Old 07-13-2004, 09:17 AM   #2 (permalink)
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none of the other links on that page work for me, but I got a nice tip of using a checker pattern with a gradient for UVWmapping from the tute
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Old 07-13-2004, 09:23 AM   #3 (permalink)
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are some of my links not working with you??? they work for me fine??? or is it links within one of the pages???

if enough poeple show an interest i can right a skinning tutorial as well. anyone?
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Old 07-13-2004, 09:24 AM   #4 (permalink)
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If you do I'll host it on killasmods
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Old 07-13-2004, 10:27 AM   #5 (permalink)
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3ds max is no use for modding Generals, there's no w3d export.
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Old 07-13-2004, 10:37 AM   #6 (permalink)
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Quote:
Originally Posted by Fritz
3ds max is no use for modding Generals, there's no w3d export.
That's where you're wrong, Frtiz. 3DS Max 6 is very usefull for Generals, especially in the UVWrapping department. 3DS Max 6 pretty much does it for you. Pestilence, a member of my team, uses Max 6 almost exclusivly. Max 6 also allows you to make proffesional renders to display your creation. As for getting it into gmax for final export, just export it in Max 6 as .3ds, then import it into gmax.
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Old 07-13-2004, 10:57 AM   #7 (permalink)
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That's true, I just do everything in gmax, that's why I didn't think of what you're saying. I work a lot with 3ds max, but for serious projects, for some reason I prefer to keep to gmax when doing low-poly stuff for Generals, I think I just want to be well used to doing the stuff by hand.
And I can't agree that 'max does all the wrapping for you. The standart UVW wraps aren't that good for anything complex, and when doing low-poly models you do need full control over the mapping process as most of your detail will come precisely from the map.
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Old 07-13-2004, 11:07 AM   #8 (permalink)
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ok right max 6 is just alot better than gmax...obviously. and u can download a w3d importer and expoter off the net from nvidia's sites or i can send it to u. plus ive posted a link for tools that make max 6's uvw unwrapping much better.

all gmax is, is a toned down not as good hence free version of max4.
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Old 07-13-2004, 11:13 AM   #9 (permalink)
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A manual unwrap will always be superior to an automated unwrap, on condition you know what you're doing...
I guess I'm one of those rare people that prefer to use ChilliSkinner compared the more sophisticated UV tools in max6. I prefer the more "tactile" approach to search for the best UV layout. For that, the possibility to manipulate your objects in 3D and research how best to unwrap your model learns you more then the "all-in-the-mind" approach of the 2 dimensional UV layout.

You can not make any good UV layout, unless you have a good knowledge of texturing/skinning. Knowing how you will skin your model influences your choices on how to unwrap your model.

But hey that's just how I see things.
After all, it is nothing more then a tool preference, just as someone prefers to use Maya instead of 3dsmax or Lightwave... IT is the result that counts!


scythe,
that W3D exporter is a shockwave3D exporter.
It is of NO use for Generals...
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Old 07-13-2004, 11:21 AM   #10 (permalink)
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Sure.

And max and gmax can hardly be compared at all, gmax has only basic polygonal modelling and mapping tools, 3ds max is a full package for modelling (polygonal, NURBS etc), mapping with immensely more complex tools, animation, rendering, each area having more tools and options than the entire gmax
it's like comparing a calculator with a computer

I must also note I haven't seen the Chilliskinner so I have no idea really what it does. But I stick to unwrap as it not only works well for low-poly ( I actually map every polygon separately ) but also for mapping high-poly models with complex multimap materials.
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