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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #1 (permalink) |
| SFM Nugget Join Date: May 2006 Age: 24
Posts: 77
| So, it's been a very long time since I actually posted anything, and I figured i'd post something that's old but new. I originally designed this fighter back in 2001 and have done a couple of different attempts at modeling it. This version probably won't be the last as I really have a love for this fighter. This is also my first serious attempt at modeling in 3DS Max. I've been a Lightwave user for years now but recently decided it was time to switch. So far i'm pretty happy, i've learned a lot about the modeling process in Max which is a little bit different thinking process over Lightwave. Some things I still need to learn include how to create faces on a mesh, (in lightwave I just selected verts and hit 'p') and how to unwrap so I can texture this puppy. The model is meant to be low poly for games as well. And that's really all i've got, so enjoy! Brad |
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| | #2 (permalink) |
| SFM Nugget Realname: Gaz Join Date: Jan 2007 Age: 23
Posts: 124
| Depending on the sort of game your going for I'd probably still add a bit more detail preferably to the rear of the ship if this is meant to be the controlable vehicle as thats the area that the player see's most. Probably round it off to about 2,000 poly's I like the shape as a fighter sort of reminds me of the probe used in Homeworld 1. Ohh and welcome to the world of 3Dmax |
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| | #3 (permalink) |
| SFM Nugget Join Date: May 2006 Age: 24
Posts: 77
| Appreciate it, and Max isn't so bad. I actually like it quite a bit. So, here's a question. I'm working on the gunpods again because I didn't like the original one I had done. I've got the rough version of what I want it to look like and now i'm working on the refined version, but i've hit a problem. I'd like to join the two cylinders into one object so I can work on them at the same time, but I have no idea how to do that in Max. I tried using the 'group' option but that didn't do it. Also, if anyone knows some good tuts for Unwrapping an object, please share! Once the gunpods are done, its texture time. Brad |
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| | #5 (permalink) |
| SFM Nugget Join Date: May 2006 Age: 24
Posts: 77
| Much appreciated! I'm still stuck on the gunpod. I tried a boolean union, but i couldn't merge verts between the two. Which leaves me a little stumped. Any ideas? Once the gunpod is done, I can then connect it to the wingtip and unwrap (which I finally figured out today, and god its so much easier than in LW) Anyway, if anyone can help out, that'd be awesome because i've had zero luck finding a tut online. Brad |
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| | #6 (permalink) |
| SFM Nugget Realname: Gaz Join Date: Jan 2007 Age: 23
Posts: 124
| If you right click on just one of the objects then convert to editable poly, then in your modifier panel click the attach button. Now while thats turned on any mesh that you select other than the one already selected will automatically be added to that editable poly mesh. You can even attach splined pipes in this way and it will convert the spline pipe to an editable mesh automatically. If you still have any problems with finding it let me know and ill post some screenshots to help. Also as a tip if your wanting to edit one of those gun pods and make the other one the same you can simply delete one of them then mirror the other but make sure the instant box is ticked in the mirror window. Now because its an instant any changes you make to the original donor mesh will automatically update the copied mesh. Simple |
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| | #7 (permalink) |
| SFM Nugget Join Date: May 2006 Age: 24
Posts: 77
| Sweet, made it work, actually had to convert it to an editable mesh, didn't seem to want to work with Editable Poly. The instancing thing is awesome too. Makes life that much easier. The gunpod design is just frustrating me, I can't get it to look quite right. I think i'll have to sit down with the ol' pen and paper tomorrow and see what I can come up with. Also, is there a way to keep the UV's from warping when you activate the mesh smooth modifier? Unwrapping the control mesh the textures are just fine, but when mesh smooth is activated the texture warps. Anyway around that without having to collapse the stack and loose the ability to switch between the control and final mesh? Brad |
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