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MP1: SoA - Laser Cannon Remodel - Need Assistance

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MP1: SoA - Laser Cannon Remodel - Need Assistance

Postby ooppee » Wed Jan 05, 2011 6:31 pm

Hi there I have been doing a remodel of the Scourge of Armagon Laser Cannon - however I am HORRIBLE at unwrapping a model for skinning. I can do it sometimes but this model is just not working for me (unwrapping).
Was wondering if someone could help me out, I have it already split into groups which are colored.

http://quakeone.com/forums/quake-mod-re ... annon.html

This is my work in progress thread.
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Postby ceriux » Wed Jan 05, 2011 7:16 pm

have you been making this in milkshape?
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Postby ooppee » Wed Jan 05, 2011 7:26 pm

Made using Lightwave 3D and Milkshape 3D.
I tried 3D Studio Max for the mapping - however it's been so long since I've used it I couldnt figure it out (I was without a PC for 2yrs - so just back into modelling).
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Postby ceriux » Wed Jan 05, 2011 8:04 pm

ahh ic. well i would suggest learning 3ds max again. it makes everything millions times easier. 2011 runs very smoothly im running it on this netbook which is a pos. look up a couple tutorials on youtube. otherwise i suggest you check out lith unwrap.
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Postby ooppee » Fri Jan 07, 2011 2:24 am

Thanks for the tip on Lith Unwrap - I ended up using a program called "Ultimate Unwrap" and did exactly what I needed :)

http://img217.imageshack.us/i/almostdonetexturing.jpg/
Image
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Postby leileilol » Fri Jan 07, 2011 2:25 am

ceriux wrote: otherwise i suggest you check out lith unwrap.


OH HELL NO


I'd suggest Blender to unwrap the model. Use .OBJ as an exchange format to-and-fro

the seam marking feature plus the coooool pin live unwrapping will make unwrapping a snap for you!
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Postby ceriux » Fri Jan 07, 2011 2:28 am

ooppee that looks pretty bad ass =)
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Postby ooppee » Fri Jan 07, 2011 7:20 am

Image
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Postby ceriux » Fri Jan 07, 2011 7:25 am

are you using photoshop for textures? and are you gunna animate the barrels or something?
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Postby ooppee » Fri Jan 07, 2011 7:32 am

Paintshop Pro 7. I did use some of Quake Retexturing Project's textures as a base (to ensure it keeps the Quake look).
For the barrels - yeah they will animate like the original model - 2 lower barells fire together followed by top itself.
With Darkplaces - the red areas will glow in and out (shaders file) if all goes well. Since I have the mesh - making this effect by splitting the mesh into 2 texture areas - that will be easy.
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Postby ooppee » Sat Jan 08, 2011 6:19 am

Got her running ingame - now for animations (shaders are secondary)
Image
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Postby ceriux » Sat Jan 08, 2011 6:56 am

lookin pretty damn good man =D
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Postby frag.machine » Sat Jan 08, 2011 5:39 pm

ooppee wrote:Got her running ingame - now for animations (shaders are secondary)
Image


Looks made of wood :D But pretty cool, actually.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby ceriux » Sat Jan 08, 2011 10:26 pm

looks like heavy layered rust to me =p
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Postby ooppee » Sun Jan 09, 2011 6:43 am

Re-did the entire view model.
http://www.sendspace.com/file/4sxepq
It's a test version - uses the old firing animation of the old view model - so firing is wonky. Just compiled it so people can see it ingame and see the pickup model with the animated glowing shader.
More skinwork was done too. Need Darkplaces to use this as it uses the "framegroups" file. So if used in other engines may get glitches.[/u][/i]
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