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TB's Stuff, Glorious Progress!
TimeBurner
post 12 Apr 2015, 18:06
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My first try doing this,cause its vacation time!Any thoughts,suggestions,help would be graciously accepted! biggrin.gif







This post has been edited by TimeBurner: 5 Dec 2015, 10:40


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TimeBurner
post 12 Apr 2015, 18:08
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Sorry about the double pic.

here :


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TimeBurner
post 13 Apr 2015, 4:57
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Progress report! biggrin.gif



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TimeBurner
post 13 Apr 2015, 8:19
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This post has been edited by TimeBurner: 13 Apr 2015, 8:21


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TimeBurner
post 13 Apr 2015, 15:57
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Hello? can anyone tell me how to unwrap a model into a UV map in 3ds max 2015


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Oliver
post 13 Apr 2015, 19:22
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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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TimeBurner
post 14 Apr 2015, 5:38
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What do you mean by weld the faces? and how do I do that? Still a noobw you know! biggrin.gif


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Oliver
post 14 Apr 2015, 13:44
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Just like this, select a vertex and move it to another one.. ofc this in max 7 or 8 xD


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TimeBurner
post 14 Apr 2015, 14:30
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I scrapped the previous model.Now im focusing on making a semi high poly T-90 ms model.Any ideas?



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TimeBurner
post 14 Apr 2015, 16:12
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Its getting better and better,I think?





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Emin96
post 14 Apr 2015, 18:03
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nice work bro


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TimeBurner
post 15 Apr 2015, 8:24
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Thanks dude!
Im gonna post my progress later! biggrin.gif


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Imperium
post 16 Apr 2015, 5:51
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Ooh, modelling! Tricky stuff sir, good job so far!


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TimeBurner
post 16 Apr 2015, 7:24
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I did a quick render for my progress report!



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Zeke
post 17 Apr 2015, 3:59
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QUOTE (TimeBurner @ 16 Apr 2015, 14:24) *
I did a quick render for my progress report!

*image*


Nice render, would be better if you used perpective view instead of user view tongue.gif


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TimeBurner
post 17 Apr 2015, 10:13
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Now,help me texture this.PLEASE>


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TimeBurner
post 17 Apr 2015, 11:09
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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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TimeBurner
post 13 Aug 2015, 12:13
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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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8igDaddy8lake
post 13 Aug 2015, 13:22
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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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TimeBurner
post 13 Aug 2015, 13:33
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QUOTE (8igDaddy8lake @ 13 Aug 2015, 21:22) *
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. smile.gif im not yet quite good at painting textures. Im making some changes to beauty up this thing. Thanks again smile.gif


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8igDaddy8lake
post 13 Aug 2015, 13:55
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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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TimeBurner
post 14 Aug 2015, 14:26
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I made some few tweeks to the scud storm. Lemme know what you think.




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TimeBurner
post 14 Aug 2015, 15:28
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TimeBurner
post 21 Aug 2015, 10:02
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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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Skitt
post 21 Aug 2015, 10:57
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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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