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  1. Official 3D art thread - Warband

    Very impressive work! :shock:
  2. B Tutorial Animation Extension Tutorial - Rigging And Animation.

    If you only want to change the texture you can do that without rigging. Once you change the mesh of an armor you will have to rig it.
  3. Scanning multiple texture folders?

    Sometimes you have to save for the settings to show up. Just save it once you have done everything and then check it.
  4. 3dsmax model help!

    Are you certain that you have done the UVW mapping properly? Does the model show a texture in 3ds max? If not, well, that's actually what the error is all about...
  5. [Outdated] BRF Edit --out-of-date, see OpenBRF-- (last version 12/5/2008)

    Right now i use a half-life smd exporter plugin for 3ds max 7. There are two or more different export scripts for gmax too. As far as i remember the numbering issue i encountered was caused by the import script. In itself it's no problem, but the import script also screwed with the bone weights (1 weight per bone only!) and killed the face smoothing. I can't recall which gmax scripts i used at last, but i do remember that i had to do a weird combination of exporting - gmax->wings->gmax->gmax - using both export scripts.
    3ds max 7 works a whole lot better!

    Here's the page with the scripts for 3ds max i use http://www.wunderboy.org/blog/175.

    For the gmax scripts just use google and search for gmax and smd. I actually never changed the import script. Instead of re-importing to make changes, i use the saved gmax model. Saves me from re-doing the rigging and smoothing.
  6. [Outdated] BRF Edit --out-of-date, see OpenBRF-- (last version 12/5/2008)

    It's not the coordinates but the coordinate numbering. I looked into it a few days ago since my rigged models showed up all twisted. I'm not sure but i think i solved it by using a different smd export script.

    I would not call it a bug until it causes any trouble. If only the coordinate numbering changes, that only means the editor counts different than the modelling tool you used.
  7. Official 3D art thread - Warband





    The texture is a hack-job, especially on the boots, but i did not have the time to do it properly yet.
  8. Unwrapping

    Skid Row 说:
    Thanks for the reply but i'm not quite sure what you mean. Do you mean give the front a different auv chart to the back?
    Exactly. Make sure no surface is bent more than a few degree. As a rule of thumb, anything 90° or more should be split into multiple parts.
  9. Unwrapping

    It looks like you selected front and rear of the shield and made them a single uv map. Try to map front and back seperately. The more "bent" an object is, the more twisted the uvw map gets. Mark the front as a auv and the back as another one.
  10. Official 3D art thread - Warband

    Three things i made to learn. I made the sword first to get back into gmax, then the shield to learn proper uvw mapping and then the armor to get an understanding of rigging. I still think that rigging is a nightmare. Thanks to Yoshiboy and highelf for their tutorials.


  11. [reason found] Problem with helmet mesh: looks "twisted" ingame.

    Re-import the obj into 3dmax and check if there are overlapping vertices or hidden polygons. It also could be because you made the UVW map too tight. 3dmax (or gmax) as well as brfedit have knack for not showing some of the glitches you will find once you start using the models in game.
  12. B Tutorial Animation Extension Tutorial - Rigging And Animation.

    Yoshiboy 说:
    Pictures are back in.
    Thanks a lot Yoshi! I already put it to good use. :grin:

    I had some serious trouble with the smd export scripts. Depedending on which one i used (For Half-life 1 or Half-Life 2) i ended up with either a distorted model or without my UVW map. Either way looked okay in gmax and the BRF editor with the exception of the uvw bug (that was visible in the brf editor). I fixed it by re-importing it again and then exporting it again using both exporters once. Now it seems that M&B can't handle vertexes that are influenced by multiple bones or maybe the importer purges those weights upon re-importing.

    Anyway, thanks a great deal and you were quite right - rigging the shoulders is really, really tough!
  13. B Tutorial Animation Extension Tutorial - Rigging And Animation.

    Yoshiboy 说:
    Sorry I'll add it to my to-do list.

    Nothing to be sorry about at all! Yourstutorials, as well as highelfs, are great. I couldn't have done anything without them. They are actually the first ones that convinced me to do proper uvw-mapping.
  14. B Tutorial Animation Extension Tutorial - Rigging And Animation.

    Yoshiboy 说:
    Rigging by verts

    Rigging by verts has a slightly different setup to the envelopes. First, at the top of the modifier options you need to tell it you are rigging by verts instead. To do this, tick the boxes as follows:

    scene5.jpg


    there are also some display options I like to use to make rigging via verts more easy. So scroll down the modifier to where you have the display options and change them to the following:

    scene6.jpg

    Can someone tell me where i can find the pictures? Without it the tutorial does not work.
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