[Question] modelling statics?
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danthemanbuddy
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[Question] modelling statics?
I have recently tried gmax again, and this time Ive had success. Ive created wine glasses, know a lot of new things, and did the glock tutorial.
However I think my skills in weapon modeling and vehicles is not good enough. I want to switch my ideas toward static modeling.
I can build a simple middle eastern house for sure, but are there any specific guidelines i need to follow or static tutorials for bf2?
However I think my skills in weapon modeling and vehicles is not good enough. I want to switch my ideas toward static modeling.
I can build a simple middle eastern house for sure, but are there any specific guidelines i need to follow or static tutorials for bf2?
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danthemanbuddy
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Dylan
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Good job. Now try your best to get UVmaps...
Go collapse your house segments, then make a unwrap uvw modifier.
Go to edit, click the face sub object mode under selections, drag it across the lines you see in the w/in the checkerboarded area.
Go to mapping - Normal mapping - and pick one. (I usually pick back/front)
Go to tools - render uvw, save it as a jpg, and in photoshop or similar add your texture. You could just do a quick google search or if you have a digital camera (good investment) take a photo of some wood. Apply the material. Save it as something .jpg
Load up 3ds and now press m to pop up your materials. Click maps, click diffuse, and select bitmap. find your texture to load it. Afterwords, drag it atop your appropriate house segment.
Bored...
Go collapse your house segments, then make a unwrap uvw modifier.
Go to edit, click the face sub object mode under selections, drag it across the lines you see in the w/in the checkerboarded area.
Go to mapping - Normal mapping - and pick one. (I usually pick back/front)
Go to tools - render uvw, save it as a jpg, and in photoshop or similar add your texture. You could just do a quick google search or if you have a digital camera (good investment) take a photo of some wood. Apply the material. Save it as something .jpg
Load up 3ds and now press m to pop up your materials. Click maps, click diffuse, and select bitmap. find your texture to load it. Afterwords, drag it atop your appropriate house segment.
Couldnt be much.[R-DEV]Rhino wrote:whats its poly count?
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Rhino
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well I dunno fully out to describe it, just know how to do it (abouts
)
you work from pallets etcs and the way Dylan decribed it above is the oppist way where you crate the UV then you crate the textuer ontop, where with statics you have to put the textuer onto the static. hard to explain, im sure matt could thou
you work from pallets etcs and the way Dylan decribed it above is the oppist way where you crate the UV then you crate the textuer ontop, where with statics you have to put the textuer onto the static. hard to explain, im sure matt could thou
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Dylan
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I think I understand. You would do it the same way he does it, just place a plain material in the material editor, then place it, do adjustments and such with tiling? Anyways, he COULD do it my way, theres more than one way to approach texturing. Plus, once he knows how to do it that way he will be able to add decals/text stuff precisely.[R-DEV]Rhino wrote:well I dunno fully out to describe it, just know how to do it (abouts)
you work from pallets etcs and the way Dylan decribed it above is the oppist way where you crate the UV then you crate the textuer ontop, where with statics you have to put the textuer onto the static. hard to explain, im sure matt could thou![]()
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IronTaxi
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not quite dylan...you actually open an existing texture and place the UVs on the texture manually as opposed to unwraping the UVs and placing the texture on them...[R-MOD]Dylan wrote:I think I understand. You would do it the same way he does it, just place a plain material in the material editor, then place it, do adjustments and such with tiling? Anyways, he COULD do it my way, theres more than one way to approach texturing. Plus, once he knows how to do it that way he will be able to add decals/text stuff precisely.
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Arrow1992
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But don't all texturesheets differ from each other? Like every model has a different texturesheet/UVsheet? (question asked supposing that all textures are on one sheet)[R-DEV]IronTaxi wrote:not quite dylan...you actually open an existing texture and place the UVs on the texture manually as opposed to unwraping the UVs and placing the texture on them...
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danthemanbuddy
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danthemanbuddy
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IronTaxi
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not really..Arrow1992 wrote:But don't all texturesheets differ from each other? Like every model has a different texturesheet/UVsheet? (question asked supposing that all textures are on one sheet)
it works like this... there are sheets of textures in in sizes like 512x2048
these sheets have several different bit of textures on them.. you select the faces you want to add a texture to and unwrap those faces (make them flat...not the actualy faces but a copy of their surfaces)
then you take this unwrapped outline and place it over the areas of the texture you want to use...then that area will correspond to your object...here is an example of a vbf2 texture sheet...

cheers
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danthemanbuddy
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First you make a box, say you want it to be a room.[R-CON]Desertfox wrote:How do I use boolean lol.
You then make a second box that might take up the space in the room or be a door on the side of the box.
You then go to compound objects, boolean make sure b-a is on and select pick operand B, then click on the box that is taking up the space or is the doorway and it will disappear leaving empty space.
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IronTaxi
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FYI boolean is great BUT can cause alot fo holes in meshes if you do too many... unfortunately as i love booleaning...but be extra careful...danthemanbuddy wrote:First you make a box, say you want it to be a room.
You then make a second box that might take up the space in the room or be a door on the side of the box.
You then go to compound objects, boolean make sure b-a is on and select pick operand B, then click on the box that is taking up the space or is the doorway and it will disappear leaving empty space.
there is also a cap holes modfier which can patch up dodgy booleans...although it too tends to be dodgy...
paly it safe and plan the object as much as you can ahead of time...
saves on booleans later..
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Vaiski
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Booleans are bad for your mental health 
Boolean operators may also cause some really nasty side effects.
Tell your doctor if any of these symptoms are severe or do not go away:
* headache
* extreme changes in mood
* changes in personality
* dizziness
* extreme tiredness
* depression
* decreased sexual desire
* heartburn
* difficulty falling asleep or staying asleep
* inappropriate happiness (sometimes Booleans actually work as intended
)
* bulging eyes
* changes in the way fat is spread around the body
* irregular or absent menstrual periods
* increased sweating
If you’re new to modeling I’d suggest you to avoid booleans at all cost. Learn to use basic edit-poly tools instead.
Boolean operators may also cause some really nasty side effects.
Tell your doctor if any of these symptoms are severe or do not go away:
* headache
* extreme changes in mood
* changes in personality
* dizziness
* extreme tiredness
* depression
* decreased sexual desire
* heartburn
* difficulty falling asleep or staying asleep
* inappropriate happiness (sometimes Booleans actually work as intended
* bulging eyes
* changes in the way fat is spread around the body
* irregular or absent menstrual periods
* increased sweating
If you’re new to modeling I’d suggest you to avoid booleans at all cost. Learn to use basic edit-poly tools instead.






