View Full Version : Character- Raziel
11-03-2004, 01:16 PM
im VERY new to modeling, and ive been using 3dsmax 6, i got into it by playing ESF a mod for half life and decided i wanted to creat my own models for it. anyway, one thing led to another, and i kept going, and i created my first high poly model (well not by some of your standards). its raziel from the legacy of kain series.
i have some problems/questions/requests.
firstly, i cannot texture at all. i need someone who would be able to teach me to texture. secondly, can someone help me get rid of those annoying black polies at his hips?? they are only there when rendering, not when looking over the model normally....
dont worry about the wings, i want to alpha map those.
11-03-2004, 02:31 PM
The character look very close to the real thing, and its a low poly none the less. Congrats for that. Now, about texturing there are a lot of way to do it (in fact there are only two ways but I wanted to put your worries to est): you can unwrap directly in 3Dmax by using Unwrap UWV, or use Texporter plugin which you can easily find. It comes with a help so you'll have the tools to use it.
For the bug now. I figure it out you've used symmetry modifier to stitch the two parts togeder. In this case it might be that the parts are too close togeder and there are some pixels messing around in the mesh. If I'm right you can easily check it by turning the wires view (F4).
11-03-2004, 02:52 PM
thanks very much i have that problem sorted now :) its about 6000 triangles, only arround 3000 polies. (i model in quads) it was meant for jedi academy. im modeling the reaver to go with it. bbut im thinking of making a high poly version too, for a cg movie. ill probably need help with that too hahaha. texporter doesnt work with max 6 does it?
11-03-2004, 04:27 PM
are you using meshsmooth? if yes, what is the number of iterations??
and texporter work fine with 3dsmax 6
11-03-2004, 05:01 PM
im not using meshsmooth, i modeled totally in editable poly, from cylinders....with 1 box for the head.
and i cant get texporter to work, so im learning to do it with max on its own. heres a quick update on that :)
11-03-2004, 05:16 PM
my last try. on the editable poly --> Subdivision Surface rollout, is the USE NURMS marked?
11-03-2004, 05:25 PM
that would be a no.
may i just ask why thats important?
11-03-2004, 05:41 PM
is that an object with meshsmooth applied to it and a iteration on 0 has the same bug as yours...
1. With the USE NURMS marked but iterations 0
2. No smooth
3. With the USE NURMS marked but itarations 1
sorry for the boredom
11-03-2004, 05:43 PM
hahaha no worries, nope no meshsmooth or nurms...just a whoooole load of little sqaures:P
11-03-2004, 07:21 PM
not bad at all, but it does seem a bit high, 6000 tris for the ammount of detail in there, imho
11-03-2004, 07:59 PM
Hey Hez new DanielB :) And that is a very nice job for a beginner. I'm sure you could optimize it in some areas. Find sqare areas that are flat or coule be flat and either delete teh poys and create new ones or go into vertex mode and target weld some. Nontheless it looks like Raziel. Nicley done with his scarftexture.
12-03-2004, 01:15 PM
About Texporter; after you added the dlo to the plugin directory did you chcked in the tools menu? 'Cause thats where you'll find it.
For the textures, I see you manage it to texture in max. Thats a good thing. Good luck with the reaver.
12-03-2004, 03:07 PM
thanks very much for your support :)
the reaver and the wings are gonna be hard...cos ive been told to alpha map them forthe right effects...i think i know what that is, but im not sure, can anyone explain?
12-03-2004, 10:44 PM
an alpha map is simply an extra channle above the RGB that tells what the opacity of the imare is like. Those kind of images are RGBA's. JPG doesnt support this. but TGA, RGB, PNG, TIFF do.It works on a grayscale. The darker the area of the alpha is the less visable your image is. So if ud make wings u could have a like 1 polygon and the outline of the wing would be creted by the alpha. Of course Razels wings are a mit more complex and movable to do with one poly but I think u get what I mean.
12-03-2004, 11:19 PM
yes i do :) thank you very much!
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