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post Feb 14 2010, 04:57 PM
Post #61
The Commander
Duke Nukem Red Alert Developer
QUOTE (Marked @ Feb 15 2010, 01:46 PM) *
So far these tutorials say they are for someone who has never modeled before and teach tiny step by step. I'm finding them lacking They are still skipping steps and assuming you have some knowledge of the program.

I guess it takes a real talent to dumb yourself down to try and teach a program that you just fly through now without hardly a thought. Great tutorials are hard to make.

The I learnt to use 3ds Max (I don't use gMax) and I am no good either, only very basic things still was by being forced to use it so I could make a map for a game I play/played. "A Path Beyond"
Think of it as making a map in Hammer, but instead you are forced to use a 3D Modeling program instead... is not easy I tell you.

Even though this tutorial is for that game, the bare basics of the tutorial still apply to most things.
http://www.apbwiki.com/index.php5?title=Basic_RenX_tutorial - Somethings wont work due to the game pack not being installed.
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post Feb 14 2010, 06:07 PM
Post #62
Marked
Octabrain
Well I made a little headway in gmax. Through much trial and error while viewing a tutorial video I managed to accomplish some basic texturing of a cube. laugh.gif

When you lay all the sides out flat, I think that is called a UV map, gmax can't even export that to a graphics file. You have to do a screen capture of it in the program and then import that into your graphics program for texturing. How unprofessional. After messing with this program for a few days I'll see if any of this knowledge will give me a better understanding of the Misfit 3D program I tried first.
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post May 14 2010, 03:30 PM
Post #63
Tea Monster
Enforcer
QUOTE (Marked @ Feb 14 2010, 06:07 PM) *
Well I made a little headway in gmax. Through much trial and error while viewing a tutorial video I managed to accomplish some basic texturing of a cube. laugh.gif

When you lay all the sides out flat, I think that is called a UV map, gmax can't even export that to a graphics file. You have to do a screen capture of it in the program and then import that into your graphics program for texturing. How unprofessional.


blink.gif blink.gif ohmy.gif erm, that is one way to describe it.

QUOTE (Marked @ Feb 14 2010, 06:07 PM) *
After messing with this program for a few days I'll see if any of this knowledge will give me a better understanding of the Misfit 3D program I tried first.


There is actually a few video tuts on YouTube. I haven't really checked if they are any good, but you might want to check them out
http://www.youtube.com/watch?v=H8VMbNsBGFA...feature=related

How to make a tree here:
http://sgq3-mapping.blogspot.com/2010/03/m...based-game.html

A bit shocked to find they have a forum as well, that seems pretty active! http://misfitcode.com/bb/viewforum.php?f=3...484205116ba49c8

and, yes, a sort of manual

http://www.misfitcode.com/misfitmodel3d/olh_index.html


This post has been edited by Tea Monster: May 14 2010, 03:33 PM
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post May 30 2010, 03:13 AM
Post #64
Marked
Octabrain
That first video tutorial was pretty lame, but at least the guy was trying.

I figured out the basic texturing in the program. Its kind of backwards. Instead of laying out a flat template skin to import into a graphics program this one requires you to have a basic skin created first.

EXAMPLE: I know ahead of time that my new model will need stone and wood textures. So I create a 512 x 512 png file and fill in half with a wood texture and half with a stone texture and import it in to Misfit3D. Then in the 2D mode I select various mesh faces of the model and overlay them on the texture. From there I can scale,rotate and move the mesh to cover the parts of the texture that I want to use. As you do that you can see the real time results in a small 3D window of how the model looks with the texture applied.

Another feature which I haven't learned to use yet is the projection mapping which will automatically wrap a texture properly around geometric objects without "stretch marks"

So after much trial and error it turns out this is a very good FREE program that will do most of what I need. One annoying glitch is some larger models will not save, and the error message is "too many vertices-- can not save as md3 file. But it will save as another format that I can convert to md3 using a different program.
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post Jun 7 2010, 08:02 AM
Post #65
BrOiler1985
Assault Trooper
Just found a site with lots of models in md3-format
http://www.wemakemaps.com/mapmodels.htm
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post Aug 9 2010, 06:32 AM
Post #66
Cage
Assault Trooper
Some great tutorials about making modern textures/materials
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post Aug 9 2010, 07:02 AM
Post #67
Plagman
EDuke32 developer
Whew, the materials section of your link is just mind-boggling.

I think this proves that you still want detail in your diffuse map. Some of the diffuse maps that have been made here lately are way too simplistic and it shows ingame. See:


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post Aug 9 2010, 08:57 AM
Post #68
Tea Monster
Enforcer
Seconded.
Racer 445 has a great set of modelling and texturing tuts here.
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