[Weapon] M49A1 surface trip flare [WIP]

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tupla_s
Posts: 145
Joined: 2007-05-24 17:14

[Weapon] M49A1 surface trip flare [WIP]

Post by tupla_s »

My first model :grin: Downloaded 3dsmax yesterday and started modeling it today. Started it like 3 times since I got so frustrated for the first 2 times for not getting it right. After reading couple of tutorials from the autodesk's site i got the hang of it.

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Still have to learn how to UV map it and do the textures.
Any good tutorials for UV mapping (/wrapping, what ever it is I'm trying to do)?

Probably a bit odd choice for a first model, but ...
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Chuc
Retired PR Developer
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Re: [WIP] M49A1 surface trip flare

Post by Chuc »

This will be a very interesting addition replacing the smoke grenade as the tripflare model. Try to make it 2 for 2, tupla :)
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=Romagnolo=
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Re: [WIP] M49A1 surface trip flare

Post by =Romagnolo= »

very nice !
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tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Re: [WIP] M49A1 surface trip flare

Post by tupla_s »

'[R-DEV wrote:Chuc;791872']This will be a very interesting addition replacing the smoke grenade as the tripflare model. Try to make it 2 for 2, tupla :)
2 for 2 ?

You have any links to uv mapping? I can't find any and have no idea how to do it.
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Howitzer
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Joined: 2008-01-20 17:49

Re: [WIP] M49A1 surface trip flare

Post by Howitzer »

oh yeah , and a lot of country's uses it like canada an US.
agentscar
Posts: 1266
Joined: 2007-06-25 04:26

Re: [WIP] M49A1 surface trip flare

Post by agentscar »

Nice so far!

:)
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DeltaFart
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Joined: 2008-02-12 20:36

Re: [WIP] M49A1 surface trip flare

Post by DeltaFart »

I see a good future for you, all we need is for you to learn animations and animate that puppy!
Ironcomatose
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Re: [WIP] M49A1 surface trip flare

Post by Ironcomatose »

tupla_s wrote:2 for 2 ?
Meaning you have done two things, one, the inside of the humvee, and the other would be this. The humvee is already in game(soon anyway) so if this gets in game you would be 2 for 2.

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ReadMenace
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Re: [WIP] M49A1 surface trip flare

Post by ReadMenace »

It looks awesome!

-REad
fuzzhead
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Re: [Weapon] M49A1 surface trip flare [WIP]

Post by fuzzhead »

very nice!
EOD_Security-2252
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Re: [Weapon] M49A1 surface trip flare [WIP]

Post by EOD_Security-2252 »

Looks good, hope it all works out.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Re: [Weapon] M49A1 surface trip flare [WIP]

Post by tupla_s »

Is there something wrong with this hierarchy? When I hit export it doesn't make any files in the folder. Doesn't even give any messages.
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I followed this tutorial, but there's no images so I don't know if I got it right
Gmax - Exporting a weapon [Very image heavy!] - Official BF Editor Forums
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e-Gor
Retired PR Developer
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Re: [Weapon] M49A1 surface trip flare [WIP]

Post by e-Gor »

- Remove the lod1 dummy from the geom0.
- Rename the lod1 under geom1 to lod0.
tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Re: [Weapon] M49A1 surface trip flare [WIP]

Post by tupla_s »

e-Gor wrote:- Remove the lod1 dummy from the geom0.
- Rename the lod1 under geom1 to lod0.
Thanks, got it exported :lol: Still have to fix that skin a bit.

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Chuc you want to do the animation, or do I have to learn that too? :D
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Chuc
Retired PR Developer
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Re: [Weapon] M49A1 surface trip flare [WIP]

Post by Chuc »

lol I'd really appreciate it if you learned how to animate, but otherwise just send me the complete exported file and I'll take care of it. (after you finish the skin that is)
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EOD_Security-2252
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Re: [Weapon] M49A1 surface trip flare [WIP]

Post by EOD_Security-2252 »

Wow, nice.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: [Weapon] M49A1 surface trip flare [WIP]

Post by DeltaFart »

just get a thinner wire on it, and get it on the right spot and Ill be very happy to marry you :D
e-Gor
Retired PR Developer
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Re: [Weapon] M49A1 surface trip flare [WIP]

Post by e-Gor »

You'll eventually need to make LODs for it (at least for 3p)

When you're completely done with the model and UVs, clone it a few times (make sure it's a copy, not instance), and start removing polys. The multires modifier is very good for reducing poly count in a sane way, although for the lower lods you may well want to edit them a bit afterwards. You should give it 2 or 3 LODs, with the last ideally somewhere around 10% of the original poly count.
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