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sixb0nes

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  1. Hey Chems! Yeah I understand what you're saying, I'm just trying to figure out the best way to clean it up. When rendering, the extra polys aren't pefect so it skews the cylinder a bit. I'm not sure if texturing it will cover those up or not, but I feel wrong leaving it that way Thanks for the idea about collapsing! I never thought to collapse prior, so I had to Select->Boolean->Pick Operand B->Unselect and repeat x 9. Thanks for the tip! Cheers!
  2. Hello again! I've decided to add holes to the barrel assembly on my Sten model, instead of going the easy route and texturing them. Here is a reference pic: Reference I attempted to use 9 small cylinders and do boolean cuts for each one. The cuts themselves worked, but added some really funky faces: Reference My question, is this the only way to accomplish this? I am guessing it is, so is there any way to avoid such artifacts, or do I have to manually clean these up (argg!)? Thanks again for the help! Peace six
  3. Great, sir! You have been a great help. Man, these forums have some of the friendliest & responsive people I've met in a long time. Kudos!
  4. Great! Well I'm starting to wonder how daunting this task is If I select the whole collapsed model, and do a flatten map on it, I get a whole whack of faces which aren't all necessary. I guess I'm just trying to find the best way to limit the amount of faces on the UVW map - only the ones I need. If I do "Select Faces" under the Unwrap UVW modifier, it selects them in the UVW Editor - but where does that get me? Should I do that for each face I want and drag them around out of the blob of other faces? Maybe a quick run-through of how you do it would help me out. I'm struggling to see an easy way to accomplish this.
  5. Great! I haven't managed to get them to assign in the UVW after selecting them, but I will keep trying Taking a few steps back, do you recommend collapsing the model prior to starting the UVW editing? (which I currently do) Cheers!
  6. Thanks swartsz. Quick questions about your response. It all stems from my lack of knowledge on the subject. Is it just as simple as selecting the like objects in the UVW Editor and, say, mirror/flip them so they match up? Can I botch myself up by doing this if I flip it the wrong way/etc? If they don't match up "exactly" will it greatly affect the outcome if I tweak the vertices? Thanks again for your help
  7. Please see my Sten MK II Model .. and texture exported from UVW Unwrap + Texporter. Now on to my questions: 1) At what point should I try to combine "like" sides which would be identical (ie. the two sides of the stock)? ... is this done when I UVW Unwrap? As you can see by my texture screenshot, there is much redundancy. 2) What method would everyone recommend when actually doing the texporter export? Should I include edges? Should I try and export as a solid colour? Just looking for some tips before I begin work in Paint Shop Pro. Someone on another forum suggested welding on the uvw texture, though he didn't care to elaborate. Maybe someone here can. As best I understand welding is just to fix individual vertices that aren't matching up? Thanks for any responses!
  8. Yeah, I've dabbled with texturing up to this point by simply UVW Unwrapping the various parts of the gun and selecting off my original traced image. Unfortunately, my reference pictures are not the greatest so the result is mediocre. Hopefully I can score some hi-res hits as my google seach continues Cheers!
  9. Thanks Snow. You've been a great help! Here's my progress: And here's the Sten MK II I'm working on:
  10. I am working on my first model (M1 Garand) and am trying to figure out a way to do "cuts" out of my front hand guard that go around the whole guard itself (NGon). Here is a rough idea where I want to do the indents: .. and here is the reference image where you can see the rings a little better: I have tried making a whole slew of boxes and doing a boolean subtraction but I always end up cutting faces that really mess things up. Is there a cleaner way or am I forced to do the boolean sub? Any help is appreciated!
  11. I will try this when I get in from work this evening. Many thanks for doing the search for me! Unforunately I may need to toss GMax anyhow as it can't export to anything!! (GRRRR!) Thanks again
  12. Thanks for response! I was wondering if that wasn't the case. Too bad I can't render using gmax (toned down version of 3ds, with no render option). Kinda weird the perspective viewport wouldn't give a more accurate depiction Cheers!
  13. Hello! Thanks for a great resource on modelling and skinning. Fetched lots of invaluable info from these forums. On to my issue. I've decided to try my hand at modelling a weapon. I jumped ahead and decided to try texturing the body of the weapon just for the heck of it. Unfortunately, no matter what I do the texture seems to come in blurry. Here is a screenshot of the issue (as you can see the source on left, and applied on right): The texture is actually one that was posted in one the forums here and is 1500x657 in size. To apply the material, I am going into the gmax material editor and dragging that image onto the material - followed by dragging it onto the mesh for the gun. I then bring up the gizmo from the UVW Mapping and use the scale tool to resize it. If anyone can help I'd greatly appreciate it. This is my first attempt, so I'm just trying to get it to work within gmax with no regard to importing into anything else later on. Perhaps this is just the way the textures look when applied? I would think the high res image would produce a nice crisp texture on the weapon? Thanks!
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