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Postby leileilol » Fri Feb 25, 2011 1:20 am

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
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Postby r00k » Fri Feb 25, 2011 3:56 am

Export to .mdl with skin and animations


Do you have a link to the plugin that exports this?
Or is it a combination of export mesh/ convert/compile ?
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Postby leileilol » Fri Feb 25, 2011 5:19 am

yeah
Two glaring issues though - uv's off by a pixel on each axis, and it's all vertically flipped.
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Postby Dr. Shadowborg » Fri Feb 25, 2011 10:31 pm

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. :wink:
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Postby Dr. Shadowborg » Sat Feb 26, 2011 11:56 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.
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Postby xaGe » Sun Feb 27, 2011 3:17 am

..Nice start with Blender Dr. :). I myself have been having more luck learning Blender 2.56 beta than 2.49 gui. I just wish there where working mdl & md3 exports for 2.56 in case I actually do something Quake worthy.
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Postby Irritant » Sun Feb 27, 2011 4:26 pm

Remade this map from the ground up for the third time in my life...

Image

Image

Image
http://red.planetarena.org - Alien Arena and the CRX engine
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Postby Chrispy » Sun Feb 27, 2011 6:33 pm

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.
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Postby behind_you » Sun Feb 27, 2011 6:45 pm

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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Postby ceriux » Sun Feb 27, 2011 7:03 pm

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.
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Postby behind_you » Sun Feb 27, 2011 7:15 pm

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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Postby Mexicouger » Sun Feb 27, 2011 7:25 pm

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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Postby ceriux » Sun Feb 27, 2011 7:42 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.
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Postby behind_you » Sun Feb 27, 2011 7:51 pm

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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Postby ceriux » Sun Feb 27, 2011 7:52 pm

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
it doesnt take as long as you think. but, it's a great method for optimization.
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