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Post by yessmasster on Aug 7, 2007 16:05:17 GMT -5
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Auris
Level 5: Destroyer
Posts: 406
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Post by Auris on Aug 8, 2007 1:43:27 GMT -5
great work!
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gremdek
Level 5: Destroyer
groza
Posts: 379
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Post by gremdek on Aug 8, 2007 10:51:19 GMT -5
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Post by yessmasster on Aug 8, 2007 11:30:24 GMT -5
i am aware of this fact . My tutorial is alternative path to fruc's. I wrote mine since i could not get metasequoia to work, i just could not figure it out. It's just a matter of prefference, but i felt like there should be an alternative tutorial, and there should be tutorials in more than just one place.
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jrmiii
Level 3: Assault Frigate
Posts: 39
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Post by jrmiii on Aug 9, 2007 10:22:13 GMT -5
a few things I do differently that you might want to add: before modifying the model, I select all verticies and use the weld command with a very small number (not 0) and check very carefully to make sure verticies that were very close together that shouldnt be welded werent, then I use the border tool to check if there are any open edges if there are, I find out why by moving verticies around and looking inside the model (sometimes duplicate faces) then fix them
I create a multi/subobject material containing each texture from the model and an extra one that is white this allows me to change what material goes where by changing the material ID on the model if necessary
instead of splitting edges, I select polygons and detach them this allows me to hide the rest of the model when working on that piece and it allows me to get the exact same polygon layout for the join area
instead of using cap, which would work fine on flat areas, I create the polygons by hand, which gives more control over where each one goes I then detach the polygon as a duplicate, flip it, then attach it to the opposite side
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Post by yessmasster on Aug 13, 2007 17:01:49 GMT -5
a few things I do differently that you might want to add: before modifying the model, I select all verticies and use the weld command with a very small number (not 0) and check very carefully to make sure verticies that were very close together that shouldnt be welded werent, I do that after moving different parts, because it's easier to move them when they are not welded. then I use the border tool to check if there are any open edges if there are, I find out why by moving verticies around and looking inside the model (sometimes duplicate faces) then fix them I'm not very goot at using 3d studio, and I only developed my method, could you explain it more clearly or maybe rewrite part of this tutorial (of course, you'd ve credited for your work). I create a multi/subobject material containing each texture from the model and an extra one that is white this allows me to change what material goes where by changing the material ID on the model if necessary I never really worked with mutli/subobject material, again if you explained it to me it could be of big use. instead of splitting edges, I select polygons and detach them this allows me to hide the rest of the model when working on that piece and it allows me to get the exact same polygon layout for the join area I tried this, but without resetting textures it messed them up, so I just moved other parts away. instead of using cap, which would work fine on flat areas, I create the polygons by hand, which gives more control over where each one goes I then detach the polygon as a duplicate, flip it, then attach it to the opposite side Which tool is used for that? So concluding, it'd be nice if you explained to me (maybe in PM) how to do all those things, it'd be even nicer if you rewrote some parts of my tutorial. Anyways thanx for reading it, i appreciate it.
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jrmiii
Level 3: Assault Frigate
Posts: 39
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Post by jrmiii on Aug 14, 2007 11:35:18 GMT -5
sometimes there are holes like this in the model a multi/subobject material is just a bunch of different materials under one that can be independently assigned to polygons instead of entire objects that isnt really a problem with multi/subobject material the create tool under polygon
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Post by yessmasster on Aug 14, 2007 13:51:18 GMT -5
thanx
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Post by yessmasster on Aug 14, 2007 17:31:50 GMT -5
it took me awhile to figure all of those things, but i finally succeeded, my work will result in new model soon
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