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MP1: SoA - Laser Cannon Remodel - Need Assistance
Posted: Wed Jan 05, 2011 6:31 pm
by ooppee
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.
Posted: Wed Jan 05, 2011 7:16 pm
by ceriux
have you been making this in milkshape?
Posted: Wed Jan 05, 2011 7:26 pm
by ooppee
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).
Posted: Wed Jan 05, 2011 8:04 pm
by ceriux
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.
Posted: Fri Jan 07, 2011 2:24 am
by ooppee
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/

Posted: Fri Jan 07, 2011 2:25 am
by leileilol
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!
Posted: Fri Jan 07, 2011 2:28 am
by ceriux
ooppee that looks pretty bad ass =)
Posted: Fri Jan 07, 2011 7:20 am
by ooppee
Posted: Fri Jan 07, 2011 7:25 am
by ceriux
are you using photoshop for textures? and are you gunna animate the barrels or something?
Posted: Fri Jan 07, 2011 7:32 am
by ooppee
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.
Posted: Sat Jan 08, 2011 6:19 am
by ooppee
Got her running ingame - now for animations (shaders are secondary)

Posted: Sat Jan 08, 2011 6:56 am
by ceriux
lookin pretty damn good man =D
Posted: Sat Jan 08, 2011 5:39 pm
by frag.machine
ooppee wrote:Got her running ingame - now for animations (shaders are secondary)

Looks made of wood

But pretty cool, actually.
Posted: Sat Jan 08, 2011 10:26 pm
by ceriux
looks like heavy layered rust to me =p
Posted: Sun Jan 09, 2011 6:43 am
by ooppee
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]