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Author
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Topic: ok now i lost it compleetly
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JG3_der_Boom Pilot
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posted 11-18- 12:31 PM
ok i know how to texture on boxes or what ever and have some links to some 3 d vieuw drawings and i realy dont know where to begin lol i realy need some help now i just lost my mind so i need to know what the best way is to model planes or vehicles i did make two flat boxes and mapped them with a top vieuw and a side vieuw then i positioned them like in this + form but its a bit hard to model that way you cant see the things clearly so help !!!! ------------------ der boom
[This message has been edited by JG3_der_Boom (edited 11-18-2000).] IP: Logged |
JG3_der_Boom Pilot
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posted 11-18- 02:41 PM
or maybe some off you can post some pictures wen you are working on planes or vehicles so i can get an idea off how you make them and how evrything looks please think i would understand it better wen you would post some pictures------------------ der boom IP: Logged |
Nat Pilot
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posted 11-18- 07:54 PM
I use the generaly frowned upon method.. LOL, take the Sturmovik that I'm doing, I have 3 way pics, but I only use them for visual reference, not in Max, I look at the aircraft I wanna build, and think "ok, what does the general shape remind me of" with the Sturmovik it was easy, it's a He100, so I export the parts from OPS, and import them into Max, working in vertex mode I adjust the shape and size till it's asgood as I can get it looking at the 3 way and other pics from the net. Then I build the aircraft back into OPS and have a "proper" look at it, often I'll then go back into Max, and use the parts I altered as templates and build a new part around it, The Sturmovik was built from the He100, but as of now the Vstab, Hstabs, Tail section and Fuse are all new, built over the top of the altered He100 model.Now, this might sound like alot of work, but it's not, and for myself it's easier than using a mapped 3Way cause I'm building around a 3D model. This way might be good for you, and then it might not, I guess we all just find which way suits us best, but I hope I give you some ideas of what to do anyway  ~Nat~ IP: Logged |
JG3_der_Boom Pilot
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posted 11-19- 09:35 AM
ok can someone tell me how i get the box inside out so i can texture diffrent side's do i face map them then or what?------------------ der boom IP: Logged |
Spanky the Mad Dog Pilot
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posted 11-19- 10:40 AM
Spanky here... Nat why not use the 3veiws right in max? You will get a much more accurate plane that way. Instead of guessing it will come out perfect. IP: Logged |
Nat Pilot
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posted 11-19- 11:53 AM
Spanky, I can't really explain why, but I'm just not good at all at building around 3 way views, I guess my way takes more work, but so far I'm happy with the results, maybe as I get better with Max I'll move onto using 3 ways.Boom, if you turn a box inside out and then TMap it, the textures will appear on the inside of it, if that what you really want to do, then you create the box, convert it to editable mesh, select all the faces and flip the normals, this will turn it inside out, to map you select the faces you want to map in the same way explained in the lil tutorial above. IP: Logged |
JG3_der_Boom Pilot
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posted 11-19- 02:33 PM
ok tryed it but only i get is a box turned inside out and wen i texture it all the side's are textured with the same picture uvw mapping well wen i push bitmap fit and get a bitmap on my computer it doesend show but wen im in material editor and click next to diffuse and then on bitmap and then i get a picture that is stored on my computer and push on the button vieuw map in vieuw port and wen i drag it to the box it does show so im confused now  ------------------ der boom IP: Logged |
FarmerJoe Pilot
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posted 11-19- 09:24 PM
mmmmkay....The bitmap button in the UVW map modifier is just to use a bitmap image to fit the UVW's to. You don't really need that IMO. First off let me explain to you why your getting ready to go insane. UVW modifiers have jack to do with the material editor. UVW co-ords define how the object uses a texture file. When you drag the material from your material editor onto your object it automatically uses the UVWs to map the texture onto your object. You must of course apply a UVW modifier to your object before you can get your texture to appear correctly. Or morph it, but I aint even gonna go into morphing until my 3d Studio Fighter Squadron Modelling page is completed and up. So Try just drawing a box in the TOP viewport. Convert it to an editable mesh. Now apply a UVW modifier to it. Go into Smooth+highlites mode. In the UVW modfier dialogues area change the W value to 0. Since FS only uses UV mapping. Now be sure the z radio button is checked for which plane to map on. Since your in the top viewport you should see a yellow box go around your box. If it doesn't work like sometimes I find it doesnt, don't trip just try aligning it with the y radio button or the x radio button. Then click "fit" not bitmap fit or center just "fit" then bling bling you should have a yellow box around your box. Now scroll back up in the UVW modifier area and you'll see that lovely "Sub-object" button click it and pick gizmo. Now you can manipulate the Yellow box by moving it rotating it, uniformly, non-uniformly scaling it, etc. Don't adjust the box I was just telling you that so you would know what to do when you gotta fine tune some of your textures and so forth. Now for the fun part. Push M bling bling there's the Material Editor you know the routine on picking the diffuse map and hitting the "show material in viewport" button. Now look back into your viewport. Like? If not then adjust that gizmo, flip then U, or V tiles until you got what you like. Tedium from hell.------------------ So many things so little time FarmerJoe IP: Logged |
JG3_der_Boom Pilot
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posted 11-20- 03:58 PM
ok tink i got it now should look like this ------------------ der boom IP: Logged |
JG3_der_Boom Pilot
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posted 11-20- 04:00 PM
but what now ,,how the hell could any body model fom those 3 way vieuw pictures
------------------ der boom IP: Logged | |