So I've decided (56k)

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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

you can upload it to me and ill have a look at it... I need it saved as a MAX document though...

might be fun to texture as well.. ill give it a go...
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

'[R-DEV wrote:IronTaxi']you can upload it to me and ill have a look at it... I need it saved as a MAX document though...

might be fun to texture as well.. ill give it a go...
Unfortunately, I can't save it as max. :(
Here are my options
  • .3ds
    .dwg
    .dxf
    .kmz
    .dae
    .fbx
    .obj
    .wrl
    .xsi
BTW: I started to work on a second building progress:
Image Hopefully this will be enter able, and you will have to watch the windows to enemy fire n' stuff.
Last edited by soraflair on 2007-03-11 01:54, edited 1 time in total.
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

Update done with another building: Shops below, some extra room is above, possibly household / storage area for shops.
Image
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

wow, how long do these take you ?????
Image
77SiCaRiO77
Retired PR Developer
Posts: 4982
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Post by 77SiCaRiO77 »

i want american statics :(
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

77SiCaRiO77 wrote:i want american statics :(
I did a couple things on the side. . .
Made a small firing base, although the windows are sealed.
Image
THen I never finished this little jail.
Image


That's about it, I can't really export or anything my sketchup pro trial is done with, I need some form of registration. The regular program cost 200 something so there goes that.
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

The destroyed wall look too "cartoony" ...
ImageImage
Fenix16
Posts: 402
Joined: 2007-02-12 05:55

Post by Fenix16 »

'[R-CON wrote:soraflair']Unfortunately, I can't save it as max. :(
Here are my options
  • .3ds
    .dwg
    .dxf
    .kmz
    .dae
    .fbx
    .obj
    .wrl
    .xsi

Saving it as 3ds is entirely compatible with 3ds max. I think the other guys trying to open the file as opposed to creating a new Max file and importing it.
Raniak wrote:The destroyed wall look too "cartoony" ...
Its hard to make things in sketchup that arent either perfectly rounded or have clear and distinct angles. Touching it up to make the damage look more realistic would be the job of whoevers editing it in 3dsmax.
IronTaxi
Retired PR Developer
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Joined: 2006-05-31 12:56

Post by IronTaxi »

.3ds is great... and that first archway i would like to take a look at please...pm me a download link..
mrmong
Posts: 1214
Joined: 2006-01-14 14:48

Post by mrmong »

download the max 9 trial, sketchup is a bit sucky
Image
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Can you register by phone?
If so just get a keyg3n and type in the code it provides, it will register without checking the code on the internet.
Image

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

El_Vikingo wrote:Can you register by phone?
If so just get a keyg3n and type in the code it provides, it will register without checking the code on the internet.
See I had sketch up pro 5, but the new version came out, with better features. There are no key gens out yet for sketchup pro 6. :( So I can't export anything.
vfn4i83
Posts: 110
Joined: 2006-06-17 06:24

Post by vfn4i83 »

I heard that Blender could do the job.

It import and xport in the format u need, if no loss and controling the normals.

http://blender.org/cms/Home.2.0.html

Info and pluggin
http://www.blendernation.com/2006/05/11 ... o-blender/
http://www.blendernation.com/2006/06/18 ... rsion-017/
Last edited by vfn4i83 on 2007-03-12 19:33, edited 1 time in total.
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║--║-╠═---║--║--║--╚══╣--║-╠══╣-╠═-------
-╚╝--║-----║--╚═╝--------║--║-╚══╝-╚══╝---
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

'[R-DEV wrote:IronTaxi'].3ds is great... and that first archway i would like to take a look at please...pm me a download link..
I found another way of "Fixing my problem" ;)

This is what poped up when it was exported as a 3DS
SketchUp Entities processed:

Faces: 444
Cameras: 1
Materials: 1

3DS Entities exported:

Triangles: 1622
Cameras: 1
Materials: 1



Anywho
http://download.yousendit.com/3CA2695446D6934D
There is is.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

hey sora i got your file and spent some time on it...

its pretty good but there are some fatal flaws that make it tough to texture...

id like you to try it again.. cause i think it is a great model for the insurgents and would have a great home in several coming maps...

my hints and tips...

1.alignment... USE snaps and grids to make sure everything is aligned.. I found that alot of the details were not in line and/or they were a little bigger on one side and not the other etc...

2. create the building as 2-3 seperate pieces.. for example...i cut it up in max into the following section fro texturing...

top bump roof cap bit one mesh
main building one mesh
entrance pillars and connected blocks one mesh
fancy doorways on the inside one mesh..

this make is much easier to texture later...trust me!

also I opened up the inside and made rooms through the 2 big doors.. looks cool!!!

let me know if you wanna have a second go at it with some assistance...

PM me...later...

ill send you my version of that building soon... good work though...this is the first big step..i can help you along if you are serious...
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

'[R-DEV wrote:IronTaxi']hey sora i got your file and spent some time on it...

its pretty good but there are some fatal flaws that make it tough to texture...

id like you to try it again.. cause i think it is a great model for the insurgents and would have a great home in several coming maps...

my hints and tips...

1.alignment... USE snaps and grids to make sure everything is aligned.. I found that alot of the details were not in line and/or they were a little bigger on one side and not the other etc...

2. create the building as 2-3 seperate pieces.. for example...i cut it up in max into the following section fro texturing...

top bump roof cap bit one mesh
main building one mesh
entrance pillars and connected blocks one mesh
fancy doorways on the inside one mesh..

this make is much easier to texture later...trust me!

also I opened up the inside and made rooms through the 2 big doors.. looks cool!!!

let me know if you wanna have a second go at it with some assistance...

PM me...later...

ill send you my version of that building soon... good work though...this is the first big step..i can help you along if you are serious...
Thanks for the tips, yeah I guess I can have another go at it, you meen improving on what you did or?
I'm a bit lost. :D
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

You'd probably have to re-do it. Snap all your straight parts to the grid now, it'll probably be a lot easier. For example, if you want an overhang, snap it to the X and Z axis and then lift it up. It'll be 90 degrees to the ground. This way, things will also go a lot faster, I learned that from making my map.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Post by IronTaxi »

id prefer if you did it again from scratch cause you almost got it but you messed up on the alignments was the big one...

i tried to align it adn did fair job but i couldnt quite get it... be very precise in using a grid or snap... dont accept any deviation and you will be much happier with the final result...

on option it to build half and then simply copy it and bingo other half is finished...mirror image kind of thing...once again i dont know your modelling progrm but you should be able to do it...

i would model the main building.. then the doorways seperately because they are so detailed...then the front part with the pillars...then the fancy roof cap adn finally the mg nests on either side...

cheers..happy modelling
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