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 ago2005-08-16 18:04:58 UTC Post #128027
Anybody: Have you gotten the Gmax tutorials to work? I downloaded them and the help files from Turbo Squid, but having trouble displaying them.

I copyied the tutorials folder to my Gmax directory, but no joy. The Help files worked fine though.
Posted 18 years ago2005-08-17 04:27:09 UTC Post #128070
You select them all, then you can select under extrude group or local, try local and then scale it in on one axis. should not even be a minute work :glad: .

@rowlybob : odd, theyt work fine for me, though i got the G-max documents in my models folder.
Posted 18 years ago2005-08-17 05:11:51 UTC Post #128078
Ok, i'll totally remake my ak again :)
Posted 18 years ago2005-08-17 05:40:36 UTC Post #128087
Il mkae you a example of what i mean. I'tl be tehere in a few minutes.
Posted 18 years ago2005-08-17 05:41:49 UTC Post #128088
nah no need pepper as i understood how to do that :)
thinks that he told that too late
It may be usefull for someone else.
Posted 18 years ago2005-08-17 05:48:34 UTC Post #128089
yup, to late. already done:
User posted image
Posted 18 years ago2005-08-17 05:55:10 UTC Post #128093
hmm... when i was talking about that i meant when there is multiple faces, you know all around the buttstock when you make it smoother.
Posted 18 years ago2005-08-17 05:56:34 UTC Post #128094
Yeah, and this is the way to get it smooth, just select multiple faces, offcourse you got to extrude local. Its really no big deal, since you also can scale faces on a single axis.
Posted 18 years ago2005-08-17 20:12:15 UTC Post #128187
I copyied the tutorials folder to my Gmax directory, but no joy.
Got them to work! :)

Just extracted them againe to the c:Gmax directory, and... Presto!

Yay!!!! Bread makes me poop! :nuts:
Posted 18 years ago2005-08-18 03:46:09 UTC Post #128202
Maybe I'll start modeling soon! :nuts: After I'll finish some stuff!! :nervous:
Posted 18 years ago2005-08-18 21:15:37 UTC Post #128367
I decided to try out some modelling...

It's my first serious attempt at modelling, apart from a very poor barrel I made ages ago.

Here it is anywho!
User posted image
Disregard the utter weirdness to the left, I gotta fix that, lol.

User posted image

Yar, 'superimposed' over the ref pic, sorta.

Opinions, comments and suggestions quite welcome.
Trapt Traptlegend
Posted 18 years ago2005-08-18 23:07:55 UTC Post #128369
So far so good trapt.

I remember that barrel rofl.
Luke LukeLuke
Posted 18 years ago2005-08-18 23:53:08 UTC Post #128372
How many polys/tris Trapt?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-08-19 00:47:29 UTC Post #128378
I know very little about how many polys/tris are acceptable or not.

At the moment, it's sitting at:

1912 Triangles
928 Polygons

Yeah, no idea how bad that is (since I know it's probably not good). :P

edit: Update!

User posted image
Trapt Traptlegend
Posted 18 years ago2005-08-19 04:30:20 UTC Post #128420
NIce, i assume you use xsi?
Posted 18 years ago2005-08-19 04:35:39 UTC Post #128425
3DS Max 7, actually. :)
Trapt Traptlegend
Posted 18 years ago2005-08-19 04:40:00 UTC Post #128427
aw, lucky bastard.

I can see you use the standard amount of sides on the barrel, 36 probably, that is way to much for todays games to support, i recommend lowering it to 12, since for ingame use you will delete half of your weapon.

Not that you need to get it into game but its just a tip, helps seeing how to model a weapon for a game.
Posted 18 years ago2005-08-19 20:31:18 UTC Post #128526
Wow that is teh awsome trapt!
3DS Max 7, actually. smile - :)
Yarrr! :P
Posted 18 years ago2005-08-19 20:43:34 UTC Post #128528
That and smoothing groups help too instead of more sides.

Max7 is great.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-08-20 04:21:02 UTC Post #128555
The texture does most, especialy the lightning on it.
Posted 18 years ago2005-08-20 08:55:28 UTC Post #128602
The competion will 2 weeks from now, if you need hosting for your entry contact jaardsi or someone else with webspace, also supply your reference pictures with the model, these will be used to judge the model.

Closing date: 4 september.
Posted 18 years ago2005-08-21 10:05:59 UTC Post #128825
when i add meshsmooth the polycount drops. That supposed to happen?
Posted 18 years ago2005-08-21 15:14:05 UTC Post #128886
hmm, I want to start modelling...

Unbreakable goes to download '3DS Max 6'

Is 3DS Max 6 any good for HL modelling?

What would you rather using Pepper? 6, or 7?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-08-21 18:10:15 UTC Post #128916
I know this is not about the compo, but I need some help guys. I want to edit the mesh in the left view, but I can't because the box is'nt divided like it should be.

Heres the tutorial I'm following:
http://www.3dtotal.com/ffa/tutorials/max/sadmike/sadmike.asp

And heres what I got so far:
User posted image


See, the box in the tutorial is divided up into a lot of seperate boxs, mine however, is only one box.

Help would be appreciated Pepper.

I am also using '3DS Max 7'
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-08-21 18:26:51 UTC Post #128917
click on the + near edit mesh and select vertex
Posted 18 years ago2005-08-21 18:34:42 UTC Post #128918
nah that was'nt the problem.

I went file new and restarted, I missed a simple step.. all is well now.

Thanks anyways.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2005-08-21 19:28:16 UTC Post #128920
I had the same problem.

When you first create the box, with no modifiers selected, just make the L, W, and H Segs something other than 1--under parameters--, right?
Posted 18 years ago2005-08-22 03:51:39 UTC Post #128946
Rowleybob is right, before you edit mesh you got to select the amount of subdivisio on all three axis.

There are .smd exporters for both max 6 and 7, i do not know any major difference between those 2, but they are considered the industries standard.

@spag, odd that the polycount drops, are you sure you dont have any literation in it?
Posted 18 years ago2005-08-22 07:52:54 UTC Post #128981
There are .smd exporters for both max 6 and 7
Do they export model, phys and anim smds?
Posted 18 years ago2005-08-22 08:54:47 UTC Post #129000
I believe so, though im not sure, i have heard that the exporters are in the modeling sdk.
Posted 18 years ago2005-08-22 18:35:59 UTC Post #129128
Pepper: Is there a simple way to add/remove vertices, whilst using the block method?

I've noticed when I try to collapse/weld verticies, I usually ruin whatever I'm working on. Plus I have way too many vertexes, so this is quite a big deal for me.

What I have so far:
http://www.freewebs.com/rowleybob/m4.jpg
Freewebs...no hyperlinking

By easy, I mean something similar to the way you can do it with splines. All you have to do is hit the refine button to add them.
Posted 18 years ago2005-08-23 05:40:43 UTC Post #129184
You can do a cut in polygun mode, that always does the job for me, or extruding and welding back.

Though i usualy use target weld, then you select the vertex(es) that you want to weld to a other, then you drag them to it and when a cross appears you can release, it should weld them at the vertex the cross appeard, this is probably the most clean way of welding.
Posted 18 years ago2005-08-23 06:37:42 UTC Post #129191
"litteration" you mean those faces inside the model that i had a problem with them before?
Posted 18 years ago2005-08-23 09:47:59 UTC Post #129230
Add a meshsmooth to your model, now look down in the list, the same one where you can find the edit mesh, click on meshsmooth modifier, scroll down until you see literation, raise the level by 2. Now watch the result, this is how you do high polygon modeling.
Posted 18 years ago2005-08-23 10:32:55 UTC Post #129246
wow cool. But this thing sure eats polys though. I will leave it on 0 i think :P
Posted 18 years ago2005-08-23 10:54:11 UTC Post #129255
Yeah, it doubles the poly count each time you raise the level.
Posted 18 years ago2005-08-30 20:01:50 UTC Post #131132
Here are some misc. Gmax questions, that I should be able to figure by myself, but after a considerable amount of time, can't seem to.

1.Adjusting the grid. Once you've already started editing, how do you/can you change the size of the grid. I suppose I could just scale the whole thing bigger to make the grid smaller... What I'm trying to do is get a smaller grid size, so I can use the '2D Snap' to get my vertexes on perfect.

2.Ack! I just inadvertingly hit a hotkey in Gmax that turned my model transparent! It's actually pretty cool, because now It's a little easier to edit.
Can't figure which key does it though...anyone?

3.Also, ever notice that sometimes say you just want ot extrude something on the Y Plane but each time you try you click the window, It automaticlly changes to the z or x plane? Kinda disconcerting sometimes, and I know it's something dumb...

I'm really enjoying 'playing' with the editor btw!

Thanks to Pepper, for leading me to water, and making it as easy as possible, to drink. :P
Posted 18 years ago2005-08-31 03:11:11 UTC Post #131157
I won't be finishing mine before the deadline. Sorry. :<!
Trapt Traptlegend
Posted 18 years ago2005-08-31 10:21:16 UTC Post #131234
1. You cant adjust the grid afaik, but you can change the amount the grid, example: 1unit = 1 meter. 1unit = 10 meters. This is mostly used by games as flightsimulator that uses scales. Though at the bottoms are 3 magnet icons with other symbols, toggeling these can turn on snap to grid.

2, this is a viewport set-up, it should be only in the active one, unseless you select all viewports, you can adjust it here:
User posted image
right click on the perspective word brings up this:

With transparancy you can adjust the blending etc.
User posted image
3.There is no big deal behind this, let me show you:
User posted image
In this picture i still had both axis select as default, without editing anything, only going into vertex mode etc.
User posted image
And here i dragged my mouse over the z axis you see in the object and moved it along that one.

I have searched for the water a long time, now i can guide people to it and offer them a bowl to drink.

@trapt, Shame you dont enter, but would you mind showing uss your work if you finish it? Im always interested to see other people's work.
Posted 18 years ago2005-08-31 18:22:11 UTC Post #131342
Though i usualy use target weld...
That is freakin' awsome! I just got the hang of using it... :) :)

I'm guessing decreasing the amount of pixels, increases your accruacy? What value do you use if you don't mind? I've been using 1 mostly, but if it's too much of a pain to get the 'cross,' I just bump it up to 2.

Oh and btw that transparency thing turned out to be under object properties, while using the select/move thingy and clicking your gun.

The 'viewport configure transparency' thingy, only seems to have an effect if 'see through' is checked under object properties.
Posted 18 years ago2005-09-01 11:21:29 UTC Post #131520
Yeah, it increases your accruacy, i usualy leave it at default.

Thanks for pointing that out, i usualy fidle around a bit with a material to adjust transparancy.
Posted 18 years ago2005-09-01 11:40:54 UTC Post #131524
SpaG:

I was cheking out your AK, And I must say I looks pretty good.

One question though: How did you attach the barrel/gas tube to the metal plate right before the foregrip?

I don't see any wireframe lines where they meet.
Posted 18 years ago2005-09-01 15:50:36 UTC Post #131592
They dont, there just intersecting.
Posted 18 years ago2005-09-02 19:53:21 UTC Post #131882
But then doesn't that mean you have polys inside polys, which creates the problem SpaG was having?

Also:
apply meshsmooth to your mesh, so it gives you a idea how it will look in-game without texture.
How many iterations do we increment to see how our model would actually look in the game?

I'm excited because I'm almost done--i'm easily excited...! :glad:
Posted 18 years ago2005-09-03 03:09:22 UTC Post #131946
None, mliteration isnt used for game-modeling. Meshsmooth only shows us the smoothing as seen by the game engine. You use literations for highpoly modeling.
Posted 18 years ago2005-09-03 05:39:25 UTC Post #131988
meh, i apllied those litterations to some parts, polycount is killing me. :/

Edit:
Is there a way to cut something from one file and paste in another?
Posted 18 years ago2005-09-03 06:59:49 UTC Post #132005
You tryed copying it and pasting it in the other file?

Otherwise merge the files together.
file/merge
Posted 18 years ago2005-09-03 07:19:36 UTC Post #132008
i know the cloning thing but i don't know how to paste in another file. that copying and pasting is conplicated ;)

Edit:
Hmm merging is kinda useful :)

Another edit:
So till what our tomorrow we have to give you our work?
Posted 18 years ago2005-09-03 23:12:20 UTC Post #132250
Mine's in.

http://www.freewebs.com/rowleybob/m4004.zip

It's largely unfinished because I decided to redesign it on the last day...
I think it's a good start though.

I know It's not going to win anything, but the feedback will be useful.
Posted 18 years ago2005-09-04 04:27:30 UTC Post #132264
@ spag, you can send me the model file with the reference picture you used. Though if you like you can also add a text file with extra info on the model, what you like/dislike about it, etc. Though that is not required.

@ rowleybob, i'l be looking at it in a moment.
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