modeling tips? -1 reply

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pheeph

A Lagomorphic Over-achiever

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16th March 2003

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#1 16 years ago

Anyone got any tips on how to create new models for JA? Problem is that I know little about 3d modelling and only have gmax and milkshape.




Guest

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#2 16 years ago

Player models or general level models?

A few things overlap, try to keep poly count as low as possible and KISS...no I'm not going insane - Keep It Simple Stupid :p

Also, try and make things out of as few a separate entities as possible, if you make a model out of 3 connecting boxes.....couldn't you have just made it out of one box but shaped to appear as 3? On that topic...if you can't see a face, don't include it, it may make the skinning or modelling easier to just leave hidden faces in there...but it doesn't make the games life easy when it comes to rendering.

For level models, if you want a smooth surface, don't use too many polies in yor mesh, just make a shader and look into the keyword q3map_shadeangle, a marvellous way of making things look smooth when they're not by using merged lightmaps.




pheeph

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#3 16 years ago

WadeV1589Player models or general level models?

A few things overlap, try to keep poly count as low as possible and KISS...no I'm not going insane - Keep It Simple Stupid :p

Also, try and make things out of as few a separate entities as possible, if you make a model out of 3 connecting boxes.....couldn't you have just made it out of one box but shaped to appear as 3? On that topic...if you can't see a face, don't include it, it may make the skinning or modelling easier to just leave hidden faces in there...but it doesn't make the games life easy when it comes to rendering.

For level models, if you want a smooth surface, don't use too many polies in yor mesh, just make a shader and look into the keyword q3map_shadeangle, a marvellous way of making things look smooth when they're not by using merged lightmaps.

The first thing I'm thinking of right now is player models. I'm attempting to create anime characters for these things.




IMALES

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20th August 2003

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#4 16 years ago

you need 3dstudio max.




pheeph

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#5 16 years ago
IMALESyou need 3dstudio max.

uh..... well...... in that case, can I just screw around with the already existing models?




IMALES

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#6 16 years ago

you can screw with them,but you can't make them playable. Only playable things you can make are map_objects and weapon models. sry




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#7 16 years ago

Since when you do NEED 3DS Max to model players? You can do it with GMax, I have no idea how as I do infact use 3DS Max :p but there are tutorials out there on how to do it...just wish I knew where!




IMALES

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#8 16 years ago

i don't think you can use gmax coz i don't think there is xsi plugin for gmax. If there is than it's possible to make them. BTW if anyone know is there xsi plugin let me know.




Jevathan

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#9 16 years ago

Ok, I want to make a saber hilt... how do I export from gmax to .glm? And is there any way I can open glms with gMax? I'd love to look at the existing sabers in gmax so I can get an idea of the style, scale, and polycount they use.




pheeph

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#10 16 years ago
JevathanOk, I want to make a saber hilt... how do I export from gmax to .glm? And is there any way I can open glms with gMax? I'd love to look at the existing sabers in gmax so I can get an idea of the style, scale, and polycount they use.

I don't think you can open glms with gmax. I hear there's a program that exports glms but I forgot. Right now I'm just trying to figure out how to properly unwrap the cylinder (it's the main saber part). For style, scale and such, just import the md3 in gmax. It should show the correct size.




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