Modeling Competition 1: Weapons Created 18 years ago2005-08-07 13:26:58 UTC by pepper pepper

Created 18 years ago2005-08-07 13:26:58 UTC by pepper pepper

Posted 18 years ago2005-08-13 07:21:35 UTC Post #127382
Spag: i heard of that problem before, some people think it has to do something with your videocard overheating.

And really not bad for your first weapon! You'd mind posting a picture with a wireframe overlay?

todo this: right mouse click in 3d viewport - wireframe overlay.
Posted 18 years ago2005-08-13 10:29:01 UTC Post #127418
Last time i normally used 3ds max i had Ge force2 mx 400 and cooler on it didn't worked, now i have ge force 5200 (cooler wokrs fine) : Dunno if thats the problem
User posted image
Posted 18 years ago2005-08-13 11:27:34 UTC Post #127435
I dont know, havent used it much.

Here is my version of the ak-47, made it a month, maby 2 ago. Roughly one hour work, including a msn conversation.

http://img277.imageshack.us/img277/566/pepperak17rc.jpg
Posted 18 years ago2005-08-13 16:01:19 UTC Post #127494
Cool.
I reainstalled my grafics card's drivers. Still restarts. Maybe i should download G-max. searches for download
Posted 18 years ago2005-08-13 16:58:32 UTC Post #127507
Look at the first page, i posted a dl link there.
Posted 18 years ago2005-08-13 17:15:39 UTC Post #127509
Yeah i already dlded it but it slightly differs from yours. when i right click red meniu shows up and it has many choices but none of them are the one you selected. In this case Edged faces.
User posted image
i know very lame quality.
Posted 18 years ago2005-08-13 18:02:56 UTC Post #127512
ah, my error, right click it on the word perspective :glad: .
Posted 18 years ago2005-08-13 19:39:28 UTC Post #127516
Pepper: Thanks for the quick replies and all the box modeling links: They are all very helpful!!! :)

I'm going to stick to box modeling for a while as per your recommendation. It looks way faster/easier, which definitely works for me. I'll post something as soon as it becomes respectable...

SpaG: Your Ak looks pretty sweet! Pepper will make modelers of us yet! :)
Posted 18 years ago2005-08-14 04:54:40 UTC Post #127537
You can learn everyone to model, but you cant learn someone to see. You got to see how you can make a model from a picture. When you can see that, you can model anything!

I still got a extremely good box modeling tutorial somewhere created by a guy called Maty/M@ty, its the best one out there for milkshape.
Posted 18 years ago2005-08-14 06:41:13 UTC Post #127557
Can you model using vertexes in G-max? Like in milkshape. Then you manually make faces out of them.
nah it was my bad i misread "Right click on the perspective word" thought that word was viewport.
Posted 18 years ago2005-08-14 06:54:26 UTC Post #127561
It seems really easy :|
So can you just draw around a picture and it will make it :o
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-08-14 06:54:47 UTC Post #127563
Yup, create a plane, then edit mesh, go into vertex mode(expand the edit mesh modifier) delete all of the vertexes, then scroll down and create a vertex.

Want to make a face/polygon between them? Go into face/polygon mode and click create, the vertexes will appear again and you can make polygons the same way as in milkshape.

And for those that want to get really serious:

http://eu.wiley.com/WileyCDA/WileyTitle/productCd-0764537571.html

I have heard a lot of good things about this book, though i havent got it yet myself.
Posted 18 years ago2005-08-14 07:26:32 UTC Post #127568
do you use this technique to create things?

Hmm i when i make faces they are only visable from one side how do i make it viewable from all the sides? do i have to remake the faces in other order.
Posted 18 years ago2005-08-14 07:37:29 UTC Post #127570
Di you want it to be visible from 2 sides? Then you need to create 2 faces on both sides.

Modeling is in this aspect different from mapping, because what you are experiencing is called backfaces. these faces can be show in the editor(right click perspective - backfaces) but wont be rendered in game and also not taken into account when calculating the poly-count.

You got to see it as a brush full with null textures except one side, and only that side will be rendered.

@ habboi, it is possible what you are talking about, its called spline editing, and the editor wont just make it, you got to do it.

You define it in pachtes of 4 with splines all in one shape, then you drop in a surface modifer, a edit mesh and then you collapse it in the stack to the modifier.
Posted 18 years ago2005-08-14 07:39:50 UTC Post #127571
forgot to ask how do you add blueprints and other stuff there?
Posted 18 years ago2005-08-14 07:44:57 UTC Post #127573
select viewport
pres ALT-B

PIcture says more then a thousand words:
User posted image
With files you can select a picture.

Here is a possible example award, depends on if 7th can implement it into the system.
User posted image
nothing serious, just a quik example.
Posted 18 years ago2005-08-14 08:07:39 UTC Post #127577
hmmm can i make the grid more smaller as when i select a background pic and want to add a vertex it doesn't let me add where i want.
Posted 18 years ago2005-08-14 08:15:13 UTC Post #127581
Ah, you have snap to grid enabled, make sure none of these: icons are on.
User posted image
You can find them right at the bottom a bit right from the middle.
Posted 18 years ago2005-08-14 08:56:25 UTC Post #127587
pepper about this awart thingy, i suggest take something like a low poly gun smoothshaded with wireframe overlay, coming like from that black hole.
Posted 18 years ago2005-08-14 09:04:54 UTC Post #127589
Aye, good idea, il work out something.
Posted 18 years ago2005-08-14 09:53:19 UTC Post #127598
i got another question. How to scale?
Posted 18 years ago2005-08-14 10:02:16 UTC Post #127600
Fiddle around with these buttons and scaling on a single axis, that is really the only way to find the right way for scaling, you cant really explain it.
User posted image
Posted 18 years ago2005-08-14 10:10:16 UTC Post #127601
hmmm noone fits my needs. I just want to do it like in milkshape that opossing vertexes would go near each other like weld but wont be welded and would be away from each other.
I notices that when i select only 2 vertexes it does that normally so i'll have to select only by 2 and do what i want.
Posted 18 years ago2005-08-14 10:26:31 UTC Post #127603
Use the second one in the deployeble list and scale over ONLY one axis. That should do the job.
Posted 18 years ago2005-08-14 10:33:31 UTC Post #127604
You deserve forum award :)
Posted 18 years ago2005-08-14 10:58:52 UTC Post #127607
Meh, its nice to help people with this program, it has a high learning curve and most of the things i had to figure out myself, so why not spread all that gained knowdledge!
Posted 18 years ago2005-08-14 14:41:05 UTC Post #127658
Maybe you should start tutoring people pepper :D

once ive reformatted my computer, would it be possible to use a different modeller, like blender or something similiar?

P.S you really should get a forum award you know :)
38_98 38_98Lord
Posted 18 years ago2005-08-14 15:08:41 UTC Post #127665
how do i rotate an object?

Edit:
Nevermind found that myself :P
Posted 18 years ago2005-08-14 16:39:37 UTC Post #127672
hehehe, you dont need me anymore :lol: .
Posted 18 years ago2005-08-14 16:59:37 UTC Post #127674
i searched for that like half an hour.
Posted 18 years ago2005-08-14 17:15:07 UTC Post #127675
Ah, i saw the message to late, i was playing a game.
Posted 18 years ago2005-08-14 18:03:21 UTC Post #127676
No, i'm not accusing you for not answering to my question in time :)

How to look how many polys my model has?
Posted 18 years ago2005-08-14 18:28:09 UTC Post #127678
In Gmax:

File - File properties - click on content box, a face is the same as a polygon. To be able to view this information you got to atleast have saved your file ones, otherwise it cant read the information from the file :glad:.

@38_98 : sure, bit of change in the rules, supply me a file that you can open in G-max, Milkshape, or blender. This should become considereble more filetypes since blender and milkshape have a collection of importers.
Posted 18 years ago2005-08-14 18:31:11 UTC Post #127679
hmmm 2071 faces. That means polys?
And how to turn off the wireframe overlay thingy.
Posted 18 years ago2005-08-15 03:59:06 UTC Post #127703
Yup.

right click on the word perspective - edged faces on/off
Posted 18 years ago2005-08-15 09:49:17 UTC Post #127727
http://www.spag.projektas.lt/files/kalasas.jpg

BTW i'm deleting old pics posted by me. Since they are eating my space :)
Posted 18 years ago2005-08-15 12:55:26 UTC Post #127756
Looking very good Spag, im impressed!

in the modifier list drop in a meshsmooth, now it will apply the standard smoothing games have(hl1,hl2 farcry, doom3 etc.). Do this with every object to view the smoothing.
Posted 18 years ago2005-08-15 13:12:56 UTC Post #127766
Thanks :)
hmm that meshsmooth messed up model a bit. Some parts are invisable and others look blah. Maybe something wrong with polygons?
Posted 18 years ago2005-08-15 15:59:54 UTC Post #127797
Hmm, you got a picture of the error?
Posted 18 years ago2005-08-15 16:28:53 UTC Post #127802
Posted 18 years ago2005-08-15 17:44:58 UTC Post #127818
Hmm, i have that to, only when i drop a meshmooth over it it kills the error. You tryed welding the vertexes? Or clear your smoothing groups?
Posted 18 years ago2005-08-15 17:51:56 UTC Post #127822
yeah tried velding heals some parts but not all... and what about groups and meshmooth thingy
Posted 18 years ago2005-08-15 18:28:22 UTC Post #127825
Send the .gmax file to my email adress and il see what i can do.

casdewit [AT] xs4all [DOT] nl
Posted 18 years ago2005-08-16 10:09:42 UTC Post #127955
Sent.
Posted 18 years ago2005-08-16 10:26:11 UTC Post #127967
Received, and this is what i found:
User posted image
After i deleted some of your outer polygons on the buttstock i found polygons inside it. This creates the error since its getting smoothed over these polygons.

solution:

delete the extrusion, re-create the side faces and re-extrude it, that should solve it.
Posted 18 years ago2005-08-16 15:55:25 UTC Post #128009
Wow SpaG, the amount of detail in your last--non-error--AK is astounding... Looks like I'll have to redo mine :)

Btw, I think it looks better without the meshsmooth. Or maybe just apply it to the parts that ares supposed to look soft like: buttstock, foregrip, maybe the handle.

Pepper: If this opinion is fundamentally wrong, from the perspective of an experienced modeler--that's you--, please slap me with the ignorance stick :P
Posted 18 years ago2005-08-16 16:53:18 UTC Post #128017
No, your right, that is because there is no texture on it. But any game will apply meshsmooth to your mesh, so it gives you a idea how it will look in-game without texture.
Posted 18 years ago2005-08-16 17:06:36 UTC Post #128019
i noticed that it welds that buggy-ish. It leaves those polygons inside.
Posted 18 years ago2005-08-16 17:31:05 UTC Post #128022
Why did you need to weld there? just extrude and scale!
Posted 18 years ago2005-08-16 17:34:32 UTC Post #128023
didn't know you can that. I extruded every polygon then welded them and then scaled. When i first tried to extrude all selected polygons it didn't worked as i expected so i was doing that manually.
BTW i found how to fix that nasty thing.
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