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[Question] modelling statics?

Posted: 2007-09-21 00:18
by danthemanbuddy
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?

Posted: 2007-09-21 02:02
by danthemanbuddy
Image

Here is the basic house I just created in about 1 hour, multitasking throughout it all.

I still have much to learn.

But tommorrow Im going to try Mesh Editing to form some things.

Posted: 2007-09-21 07:13
by Trigz07
Good job mate! Keep up the work. Try to make more curves and abstract shapes.

Posted: 2007-09-21 07:26
by Rhino
whats its poly count?

I think there is some gmax tools and tuts for importing statics from gmax thou i use 3dsmax...

Posted: 2007-09-21 07:27
by Dylan
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.

:-P Bored...
[R-DEV]Rhino wrote:whats its poly count?
Couldnt be much.

Posted: 2007-09-21 08:05
by Rhino
ehhh dylan, static UVW Mapping is very diffrent from gun UVW mapping you know?

its not done in the way you said above.

Posted: 2007-09-21 08:34
by Desertfox
Then please explain rhino :P

And dantheman, how did you create the window?

Posted: 2007-09-21 08:39
by Rhino
well I dunno fully out to describe it, just know how to do it (abouts :p )

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 :p

Posted: 2007-09-21 09:18
by Dylan
[R-DEV]Rhino wrote:well I dunno fully out to describe it, just know how to do it (abouts :p )

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 :p
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.

Posted: 2007-09-21 14:45
by IronTaxi
[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.
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...

Posted: 2007-09-21 17:40
by Dylan
[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...
I didnt know you could do that. How would you go about doing it?

Posted: 2007-09-21 17:53
by Arrow1992
[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...
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)

Posted: 2007-09-21 19:50
by danthemanbuddy
I made the window by bulleon and the door too. Im gonna try mesh editing a large box into something now :D wish me luck

Posted: 2007-09-21 21:06
by danthemanbuddy
Ok this is what I created with mesh editing, Its supposed to be an abandoned streetside restaurant with an open area for counters. I still don't know how to texture yet, but Im sure I will spruce this up.
Image

Posted: 2007-09-21 22:57
by IronTaxi
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)
not really..

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...

Image

cheers

Posted: 2007-09-21 23:44
by Desertfox
danthemanbuddy wrote:I made the window by bulleon and the door too. Im gonna try mesh editing a large box into something now :D wish me luck
How do I use boolean lol.

Posted: 2007-09-22 02:43
by danthemanbuddy
[R-CON]Desertfox wrote:How do I use boolean lol.
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.

Posted: 2007-09-22 03:57
by Desertfox
Thanks dantheman and cheese :D

Two questions,


Is it possible to setup the UV's and then apply the texture over that (Dylan's way) and still get it ingame?

What do you guys have your units set to?

Posted: 2007-09-22 08:23
by IronTaxi
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.
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...

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..

Posted: 2007-09-22 10:55
by Vaiski
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 :-P )
* 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.