What are you working on?
Moderator: InsideQC Admins
Ok, split your panels so you have two (3d view on left, UV/Image on the right). Do this by right clicking the edge of a panel (like, 2 pixels under the menu bar at the top for example)
If you haven't done so already, select edges on your model in edit mode in the 3d view, and Mark Seam for them. This is important for unwrapping. Seams is where UV islands will split. Add seams down the inside of a leg, across the least seen part of a cylinder, and such like that.
In your UV/Image editor panel you can then 'unwrap'. you can also do the more traditional unwrapping if you choose to do so in your 3d view. You might find pinning corners of UV islands and turning on live unwrap then moving your pinned verts useful (ala "Pelt mapping"). You might also want to Average Islands Scale to get an approximated equal pixelage across.
it's all trial and error stuff, most blender tutorials don't cover uv mapping much as there is a high proportion of subsurf nubs than game artists
And a final thing, don't forget to turn off "Double-sided". When you see a black face, select the black face, press W and click flip normals
If you haven't done so already, select edges on your model in edit mode in the 3d view, and Mark Seam for them. This is important for unwrapping. Seams is where UV islands will split. Add seams down the inside of a leg, across the least seen part of a cylinder, and such like that.
In your UV/Image editor panel you can then 'unwrap'. you can also do the more traditional unwrapping if you choose to do so in your 3d view. You might find pinning corners of UV islands and turning on live unwrap then moving your pinned verts useful (ala "Pelt mapping"). You might also want to Average Islands Scale to get an approximated equal pixelage across.
it's all trial and error stuff, most blender tutorials don't cover uv mapping much as there is a high proportion of subsurf nubs than game artists
And a final thing, don't forget to turn off "Double-sided". When you see a black face, select the black face, press W and click flip normals
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Thanks for the pointers, I've more or less wrapped my brain around the concept now.
I've started messing around with meshes, I think I've gotten the general idea, so I'll try to model something simple, like a canister type hand grenade for practice. I'll post the results once I'm finished.
I've started messing around with meshes, I think I've gotten the general idea, so I'll try to model something simple, like a canister type hand grenade for practice. I'll post the results once I'm finished.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Well, here it is. A 100% made-from-scratch-in-blender canister type hand grenade:
http://tlb.quakedev.com/PICS/misc/mk3a2grenade.png
Shown with crappy skin made in blender (need to practice using blender's built-in painting functions), and another skin I threw together real quick outside of blender, also kinda crappy. (186 tris)
I think it turned out not too bad for a first beginner model.
Now to practice making a set of stannum-styled hands (rigged with bones for ease in blender) for holding guns, and mayhaps a Mighty Foot to combine those with for melee...
Also if anybody wants this (which I doubt), I can give it out in original .blend as well as .mdl or .md3.
http://tlb.quakedev.com/PICS/misc/mk3a2grenade.png
Shown with crappy skin made in blender (need to practice using blender's built-in painting functions), and another skin I threw together real quick outside of blender, also kinda crappy. (186 tris)
I think it turned out not too bad for a first beginner model.
Now to practice making a set of stannum-styled hands (rigged with bones for ease in blender) for holding guns, and mayhaps a Mighty Foot to combine those with for melee...
Also if anybody wants this (which I doubt), I can give it out in original .blend as well as .mdl or .md3.
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Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
I'm currently working on some sorta mod which I hope will be very outdoorish and gorey...
Any advice on how I should do displacements though? I've used Canyon Terrain Editor but the terrain tends to be really laggy in Worldcraft. Marcher Fortress had some pretty nice hills by the looks of it.
- Chrispy
- Posts: 15
- Joined: Fri Feb 25, 2011 3:39 am
usually, the smoother and more realistic u want ur hill, the laggier it gets in wc. Make it as realistic as u want, import it into wc, and select all the hills and assign all to a func_wall. This makes it so that the engline doesn't load them as triangles but as one solid object. It shouldnt slow down much, unless u got leaks. Making hills for quake is a pain
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
ceriux wrote:it's not hard to make displacements , just look up displacements in hammer 3.4 or something, there's a very good method. maybe a little more time consuming.
@Irritant
cool updates, i think the map looks real nice.
Displacements is only supported from hammer 4.0 and above. Its designed primarily for counter strike: source / half life 2 maps. I tried making a displacement and importing the .map into woldcraft or hammer 3.4, nd it shows up undisplaced (not sure that's a word).
Go with terrain generators. That's ur only bet.
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
behind_you wrote:usually, the smoother and more realistic u want ur hill, the laggier it gets in wc. Make it as realistic as u want, import it into wc, and select all the hills and assign all to a func_wall. This makes it so that the engline doesn't load them as triangles but as one solid object. It shouldnt slow down much, unless u got leaks. Making hills for quake is a pain
It doesn't necesarily make it go faster. It just doesn't split other brushes, but also WC might error out because it ignores entity brushes.
@Irritant: What engine is that, and did it start from DP?
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
you can still make displacements in hammer 3.4... / wc ... there's just not a specific tool for it.. you do it manually by slicing the brushes and manipulating their vertices... i have a picture of it here in this very thread.
if your too lazy to look.
http://img687.imageshack.us/img687/1010/hlbspdd.png
the more triangles you slice the smoother it looks, the harder it gets to manipulate the vertices.
if your too lazy to look.
http://img687.imageshack.us/img687/1010/hlbspdd.png
the more triangles you slice the smoother it looks, the harder it gets to manipulate the vertices.
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
wow that would take forever, especially if designing a level that was completely outdoors. But it works. If triangle lags pisses u off, try ceriux's idea
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behind_you - Posts: 237
- Joined: Sat Feb 05, 2011 6:57 am
- Location: Tripoli, Libya
it doesnt take as long as you think. but, it's a great method for optimization.behind_you wrote:wow that would take forever, especially if designing a level that was completely outdoors. But it works. If triangle lags pisses u off, try ceriux's idea
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
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