[QUOTE=~ZOMG;25446211]
...and I really, [B][U]really[/U][/B] think we need a modelling questions megathread.
[/QUOTE]
Well, here you go.
The point of this thread (shamelessly ripped from the one by Firegod in the mapping section) is to try and reduce the amount of "Help me x isn't working" or "How do I x" -threads clogging up this forum sometimes. No matter how small/big a question, fire away and the community will try its best at helping you out.
Yes I have a question. Why do we need so many threads?
Fewes, have my babies.
[QUOTE=Henry Townshend;25470653]Yes I have a question. Why do we need so many threads?[/QUOTE]
What do you mean? This thread'll hopefully reduce that amount. I checked up to 10 pages back and I couldn't find a similar one.
How would I go about making a single mesh use multiple textures in XSI 7.5? So I could have two models using the same jeans texture and a different shirt texture without having the same jean image in two textures, taking up space and memory.
Thanks in advance.
When rigging in 3DSMax, how do I remove these annoying red lines?
[img]http://dl.dropbox.com/u/7856270/these.jpg[/img]
They obstruct my view and slow down my work.
If that's not possible, can a ragdoll use multiple meshes?
[QUOTE=~ZOMG;25548737]How would I go about making a single mesh use multiple textures in XSI 7.5? So I could have two models using the same jeans texture and a different shirt texture without having the same jean image in two textures, taking up space and memory.
Thanks in advance.[/QUOTE]
Have you tried selecting specific polys and applying the texture to only those? Works in 3ds Max.
Wow. That took a looooooooong time to post.
[editline]21st October 2010[/editline]
It appears to work, thankyou Fewes :buddy:
As to ragdolls and multiple meshes. In effect yes. You can just have the head as the main mesh and have everything else bodygrouped, thus allowing you to have multiple legs, chests etc.
Just a quick question:
Is it possible to get to this:
[URL="http://img576.imageshack.us/i/noidontknowwhyichosethi.png/"][IMG]http://img576.imageshack.us/img576/895/noidontknowwhyichosethi.th.png[/IMG][/URL]
without going through this fresh hell:
[URL="http://img263.imageshack.us/i/thisreallyisntpractical.png/"][IMG]http://img263.imageshack.us/img263/5028/thisreallyisntpractical.th.png[/IMG][/URL]
Obviously that texture's just an example, I just don't know how else to describe it (Is it literally a texture?)
Thanks a bunch for any hints
I don't know what you're asking exactly, one free man. You mean making those the default options for rendering UVs? I'm sure there is somewhere in preferences or options or in a file somewhere, but I have no idea where.
I'd think he means "Do you have to play tetris every time you uv?", but then again he probably wouldn't post a screenshot of the uv render window if he did. If that's the case though there's a somewhat handy "Pack UVs" function.
How do you change what side the material shows up on a group of polys.
Like I want the texture to only be on one side but its the wrong side.
Depends on the program. In max you go to flip normals on the corresponding polygons.
I can't seem to get it to work, and I'm using max.
Here is a question I hope someone can answer for me. I want to extract the Normandy from the ME2 disc. Can someone tell me which of the data files it's in, and what the format of the model is? I want to use the model for Starshatter:TGS. I just need the basic model and can't seem to find it.
What normandy? The interiors or the whole normandy exterior mesh?
Either all the parts for it are in the .XXX files (cooked content) and you can extract them with umodel. After extraction, you'll have the meshes as PSKs
[QUOTE=highvoltage;25557660]I can't seem to get it to work, and I'm using max.[/QUOTE]
Go to poly select mode, select your polys and press "Flip".
Is there a way to freeze vertices so soft selection doesn't affect them without detaching the mesh?
Well I just got another model into garysmod, but now I'm facing a problem I've never come across
When I spawn it, it's missing the texture, yet I did everything as per usual
When I material_override it, it works perfectly however
Any insights on common mistakes that could cause this?
And the material_override path is the same as the path in the vmt
Not really Garry's Mod but, how can I render a animation in 3ds max? Mainly a camera animation? I created the basic animation and it only loads one frame.
[QUOTE=Henry Townshend;25572130]Is there a way to freeze vertices so soft selection doesn't affect them without detaching the mesh?[/QUOTE]
In 3DS Max it's possible to hide them. Look for "Hide Selected", "Hide Unselected" etc. under the vertex select tool.
[QUOTE=wraithcat;25569146]What normandy? The interiors or the whole normandy exterior mesh?
Either all the parts for it are in the .XXX files (cooked content) and you can extract them with umodel. After extraction, you'll have the meshes as PSKs[/QUOTE]
I am looking for exterior only. Starshatter only uses exterior model profiles. The meshes you say are in PSK format. I have 3ds max and lighteave 9, what program will I need to convert the model?
Any insights into the material problem?
Sorry to wrestle it into attention, it's just really confuzzling, I see no reason why it shouldn't work
look at the mdl with mdltexture. It's possible there might be something weird going on there. - might be different character encoding for instance.
Alrighty thanks for that tip
Now onto the results:
[URL=http://img301.imageshack.us/i/nopedotavi.png/][IMG]http://img301.imageshack.us/img301/3578/nopedotavi.png[/IMG][/URL]
I can't help but feel that "texture names" should say something a little more familiar
try renaming your VMT to texture. It's possible you didn't apply the texture correctly to the model which caused this problem in the first place.
Well I went ahead and did-that-thing, yet it has still decided to make my lovingly crafted texture " a little more purple"
Thanks for the help so far though, it's very nice of you
I'm now using 3DS Max, and I don't understand how to use reference images.
I tried just making 3 planes on different axis, but they were [I]really[/I] low resolution.
How would I go about doing it?
Thanks in advance.
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