TB's Stuff, Glorious Progress! |
TB's Stuff, Glorious Progress! |
12 Apr 2015, 18:06
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#1
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
My first try doing this,cause its vacation time!Any thoughts,suggestions,help would be graciously accepted!
This post has been edited by TimeBurner: 5 Dec 2015, 10:40 -------------------- |
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12 Apr 2015, 18:08
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#2
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Sorry about the double pic.
here : -------------------- |
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13 Apr 2015, 4:57
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#3
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Progress report!
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13 Apr 2015, 8:19
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#4
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
This post has been edited by TimeBurner: 13 Apr 2015, 8:21 -------------------- |
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13 Apr 2015, 15:57
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#5
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Hello? can anyone tell me how to unwrap a model into a UV map in 3ds max 2015
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13 Apr 2015, 19:22
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#6
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
you can still save up a lot of polygons on that model, weld some faces together... I have no idea, modifier > uvw unwrap?.. I dont know, only use max 7 and 8.
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14 Apr 2015, 5:38
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#7
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
What do you mean by weld the faces? and how do I do that? Still a noobw you know!
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14 Apr 2015, 13:44
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#8
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Just like this, select a vertex and move it to another one.. ofc this in max 7 or 8 xD
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14 Apr 2015, 14:30
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#9
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
I scrapped the previous model.Now im focusing on making a semi high poly T-90 ms model.Any ideas?
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14 Apr 2015, 16:12
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#10
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Its getting better and better,I think?
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14 Apr 2015, 18:03
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#11
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CHINA MAIN Group: Donator Posts: 761 Joined: 26 September 2013 From: Switzerland-Ticino Member No.: 10145 ROTR Italian Translator |
nice work bro
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15 Apr 2015, 8:24
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#12
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Thanks dude!
Im gonna post my progress later! -------------------- |
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16 Apr 2015, 5:51
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#13
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Group: Members Posts: 208 Joined: 8 April 2015 Member No.: 11062 |
Ooh, modelling! Tricky stuff sir, good job so far!
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16 Apr 2015, 7:24
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#14
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
I did a quick render for my progress report!
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17 Apr 2015, 3:59
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#15
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
I did a quick render for my progress report! *image* Nice render, would be better if you used perpective view instead of user view -------------------- |
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17 Apr 2015, 10:13
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#16
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Now,help me texture this.PLEASE>
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17 Apr 2015, 11:09
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#17
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Am I doing it right?if so,how am I able to texture this after exporting and importing it into Photohop?
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13 Aug 2015, 12:13
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#18
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Comrades!, I've made some low poly models again.This time, it's a scud launcher since it hasnt been touched yet.Stil WIP,tho
-Zeal&Fury! This post has been edited by TimeBurner: 13 Aug 2015, 13:01 -------------------- |
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13 Aug 2015, 13:22
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#19
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Group: Members Posts: 565 Joined: 6 February 2014 From: USA Member No.: 10285 |
Yeah, for everything in ROTR, 3,000 polys is about the upper limit and reserved for things that appear on the map relatively few times. Most things trend around 1,000 polys, with very mass producible things like Battlemasters and Hoppers going lower (around 300 and 100, respectively).
When making the UV maps, it's best to put faces that will have no differences between them overlapping. For example, all of the drivewheels on the T-90 are probably not going to have any differences between them, so they can all use the same area of the texture. I would refrain from doing this for two halves of large symmetrical parts, as you will be forced to mirror the textures which will look odd for uneven things like battle damage or some types of camo. For texturing, look for Extract Image or something like that (don't normally use Max, so not 100% sure) on the UV Map. Save the file, and use it as a base for making the diffuse texture (the UV Map will outline the faces, which you can use to add details into areas and make it look prettier). I generally have the UV Map on one layer, and then add layers on top for detail. Keep up the good work! |
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13 Aug 2015, 13:33
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#20
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Yeah, for everything in ROTR, 3,000 polys is about the upper limit and reserved for things that appear on the map relatively few times. Most things trend around 1,000 polys, with very mass producible things like Battlemasters and Hoppers going lower (around 300 and 100, respectively). When making the UV maps, it's best to put faces that will have no differences between them overlapping. For example, all of the drivewheels on the T-90 are probably not going to have any differences between them, so they can all use the same area of the texture. I would refrain from doing this for two halves of large symmetrical parts, as you will be forced to mirror the textures which will look odd for uneven things like battle damage or some types of camo. For texturing, look for Extract Image or something like that (don't normally use Max, so not 100% sure) on the UV Map. Save the file, and use it as a base for making the diffuse texture (the UV Map will outline the faces, which you can use to add details into areas and make it look prettier). I generally have the UV Map on one layer, and then add layers on top for detail. Keep up the good work! Thank's for the advices. im not yet quite good at painting textures. Im making some changes to beauty up this thing. Thanks again -------------------- |
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13 Aug 2015, 13:55
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#21
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Group: Members Posts: 565 Joined: 6 February 2014 From: USA Member No.: 10285 |
A note before you go further with this: the .W3D importer/exporter does not work with Max 2015 (really, any version higher than 8). You'll need to work on things in Max 8, or import them into there using a different format (perhaps .obj or something, but I don't recommend this).
Here is a place to download Max 8: http://www.moddb.com/mods/tcw/downloads/3d...udio-max-8-demo And here is the .W3D plug-in: http://www.moddb.com/mods/tcw/downloads/3d...-8-w3d-exporter |
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14 Aug 2015, 14:26
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#22
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
I made some few tweeks to the scud storm. Lemme know what you think.
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14 Aug 2015, 15:28
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#23
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
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21 Aug 2015, 10:02
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#24
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Motherland's Finest Group: Members Posts: 1043 Joined: 10 May 2014 Member No.: 10454 "We have watched, we have waited, now... we act!" |
Greetings! Here I modelled a Tiger 1 Tank! Work in Progress. Any feedback is very much appreciated
https://scontent-sea1-1.xx.fbcdn.net/hphoto...amp;oe=563AA454 https://scontent-sea1-1.xx.fbcdn.net/hphoto...amp;oe=56760AB0 https://scontent-sea1-1.xx.fbcdn.net/hphoto...amp;oe=5680CE75 https://scontent-sea1-1.xx.fbcdn.net/hphoto...amp;oe=56447F35 -------------------- |
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21 Aug 2015, 10:57
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#25
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Group: Moderator Posts: 1641 Joined: 8 January 2015 From: Newcastle, England Member No.: 10811 Aut vincere aut mori, Cave quid dicis, quando, et cui, De duobus malis, minus est semper eligendum. |
quite good tb, one thing iv noticed though.
The side protective skirts are too high up, they should be flush with the front skirt. tiger 1 -------------------- |
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