["Survey"] Static/modeling workshop?

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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: ["Survey"] Static/modeling workshop?

Post by Wilkinson »

I like it. If we can use gMax I am totally up for it
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: ["Survey"] Static/modeling workshop?

Post by cyberzomby »

I think one of the goals here should be learning how people can actually get stuff in-game. To me it seems that all the different community mods and dev's all have modelers but few UV-mappers or coder's to get those models in-game. So if we can get more people who know how to get stuff ingame we can help out all those modelers
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: ["Survey"] Static/modeling workshop?

Post by space »

Heres some info I posted up for someone in the R-CON forums to help with UVing and texturing. He already had some knowledge so there maybe gaps.

Watch this tut first:

http://www.doomlab.com/Library/_Mod_Day_/Tutorials/tutorial_BF2layers.zip

Unfortunately it doesn't explain how to UV, but it does explain how to set up the materials

This is how I UV :

1. Select polygons I want to texture.

2. Apply material.

3. Open UVmap modifer, and set to material channel youre working on.

4. UV map by face ( if its a box or cylinder, use the relevant mapper, and set the gizmo to the correct axis and then press fit )

5. Now open the UVunwrap modifer and set it to the channel youre working on. ( make sure youve selected the same polygons as you did for the map )

6. Now open the uvunwrap edit window. Choose "select by element" (the far right box out of the 3 at the bottom )

7. Select all your UVs and then from the drop down at the top, choose flatten uvs.

8. You should now see all your faces set out in the correct proportions.

9. Set the texture youre using as the background ( via the box at the top ) and then press option at the bottom to open up the extra options. In this section, turn of tiling and custom bitmap size, and tick constant update.

10. You can now move youre UVs around to fit whatever you want. You can move vertices, lines, elements, or polygons, by selecting one of the 3 different boxes at the bottom of the Edit window. If you use the freeform tool ( one of the 3 boxes at the top of the edit window, you can use the gizmo to scale, rotate and move your selection.
If your UVs got squashed up, when you changed to a none square texture sheet in the background, then just use the scale feature to stretch them all out to the right shape again.

Also, as you have uved by face, you will have some faces stitched together. This is usually a good thing, but if you want to break them, just select the face, and then right click and choose "break" - in fact pretty much everything you need is on the drop down when you right click.

11. When youre happy with it save the UVs ( top bar of unwrap edit window ) so that you can save the UVs for the other channels of those faces. This means that when you do the next channel, you dont have to edit them so much )

12. When youre happy with it, collapse the stack and its all done ( apart from the other channels and faces :razz: )


This tut is also useful:

Creating Your First Static In Max / Gmax - Official BF Editor Forums

If you set up max to show the textures as per the layers tut video, then you will need to change shader format from directx to bfstaticmesh, before you export the model.
Pte.Paynter
Posts: 150
Joined: 2009-03-03 23:25

Re: ["Survey"] Static/modeling workshop?

Post by Pte.Paynter »

yeah man Im deff up for the Workshop message me with the details HooAh :grin:

:mrgreen: :mrgreen: :mrgreen: :mrgreen: :mrgreen:
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Insurgent Strike Modification Developer

http://www.ismod.co.uk
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: ["Survey"] Static/modeling workshop?

Post by ice_killer »

Z can i haz trains on teh UVW unwrap modifyer :mrgreen:
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
Gw3ck
Posts: 107
Joined: 2009-11-03 14:21

Re: ["Survey"] Static/modeling workshop?

Post by Gw3ck »

just to repeat this question:

is there any way to get a full version of 3dsmax legally without buying it??
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: ["Survey"] Static/modeling workshop?

Post by Rhino »

FaThEr*Fr0sT wrote:just to repeat this question:

is there any way to get a full version of 3dsmax legally without buying it??
Like Jonny said No, but Gmax is basically a free, basic version of 3DsMax which you can download from here: Gmax - Free Download
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Heedicalking
Posts: 11
Joined: 2010-02-20 21:24

Re: ["Survey"] Static/modeling workshop?

Post by Heedicalking »

What program will this be in?
Gw3ck
Posts: 107
Joined: 2009-11-03 14:21

Re: ["Survey"] Static/modeling workshop?

Post by Gw3ck »

'[R-DEV wrote:Rhino;1349088']Like Jonny said No, but Gmax is basically a free, basic version of 3DsMax which you can download from here: Gmax - Free Download

is there any chance to get a german version of Gmax??
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: ["Survey"] Static/modeling workshop?

Post by DankE_SPB »

FaThEr*Fr0sT wrote:is there any chance to get a german version of Gmax??
you better adapt to english version, german localization is unlikely to help you much, while it will cut off everybody who might try to help you, since terms and names will be different
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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