Getting non-Lightwave created models into the game
19 years 9 months ago #12423
by Dark Fire
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
Replied by Dark Fire on topic Getting non-Lightwave created models into the game
Second, with small poly items like that, put them into a new layer, hit k in lightwave, go to points view, and connect them in 3 or 4 point polygons as needed, that example started with 8 polys, and with tesselation, you ended up with around 30 is my guess, if you redo it by hand, i can make the same thing with 12 polys. when your trying for low poly, its the way to go.
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
Please Log in or Create an account to join the conversation.
- Second Chance
- Topic Author
- Offline
- King of Space
19 years 9 months ago #12426
by Second Chance
Replied by Second Chance on topic Getting non-Lightwave created models into the game
Thanks, that's definitely an option. But I wasn't trying to deal with poly counts here. This tutorial was strictly to demonstrate polygon shapes that would not be accepted by flux and one way to fix them. I've already dealt with ways of reducing the poly count in the main tutorial. I could, of course, have continued and collapsed all the adjacent polys that make up acceptable polygon shapes to end up with the same 12 polys you mentioned, but I leave that to the modeler. I didn't want to make it more complicated by re-addressing previous issues.
But my way isn't the only way, or even the best way. So thanks for pointing out a different way to cut the shapes up. Could be your way is faster and simpler, since it combines cutting the polys with keeping a low count. Could you elaborate a little on the method and how it works? I'm sure everyone would appreciate it.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
But my way isn't the only way, or even the best way. So thanks for pointing out a different way to cut the shapes up. Could be your way is faster and simpler, since it combines cutting the polys with keeping a low count. Could you elaborate a little on the method and how it works? I'm sure everyone would appreciate it.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
Please Log in or Create an account to join the conversation.
19 years 9 months ago #12429
by Dark Fire
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
Replied by Dark Fire on topic Getting non-Lightwave created models into the game
i will next week, when i have my comp back, ill whip up a quick tutorial.
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
___________________
~Dark Fire~>
Moderator
The Man with the really big ship, aka the Columbia Class Super Danube
Please Log in or Create an account to join the conversation.
- Second Chance
- Topic Author
- Offline
- King of Space
19 years 4 months ago #13256
by Second Chance
Replied by Second Chance on topic Getting non-Lightwave created models into the game
Revised the main tutorial. Should clarify some of the more ambiguous procedures. Also included some minor new info. Probably worth a re-read.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
Please Log in or Create an account to join the conversation.
19 years 4 months ago #13268
by Vali
When a boss says “Go!” the leader says “Let’s move out!”
Replied by Vali on topic Getting non-Lightwave created models into the game
Hey, Second
Is it possible to texture multiple objects and then attach them together with out affecting the texture?
Is it possible to texture multiple objects and then attach them together with out affecting the texture?
When a boss says “Go!” the leader says “Let’s move out!”
Please Log in or Create an account to join the conversation.
- Second Chance
- Topic Author
- Offline
- King of Space
19 years 4 months ago #13290
by Second Chance
Replied by Second Chance on topic Getting non-Lightwave created models into the game
Hi Vali. Yes, it is possible. If each object has it's own uvw map coordinates and uses different map channels. And all materials are then combined into a Multi/Sub-Object material. It would be very complicated to do things this way though. You're far better off attaching all necessary meshes first, and then defining separate mapping coordinates for different groups of polygons in the same mesh. Basically, normal texturing procedure.
In fact, the amount of work involved in what you're asking is so great that, if you've already textured your separate objects, you're actually better of just attaching everything and completely remapping the new object when it's finished. (Just remember to save your polygon groups by naming them in the toolbar for easy access later.)
And don't forget; any texturing you do in Max won't translate into Lightwave. But I suspect that you want to build your textures in Max and then render them to images that can be applied in Lightwave. Am I right?
btw - one incredibly useful plugin and two incredibly useful scripts for texturing in Max (especially for games) are:
<font color="orange">Texporter</font id="orange"> - which can be found here www.cuneytozdas.com/ renders excellent uvw map painting templates from unwrapped meshes. And,
<font color="red">Chiliskinner</font id="red"> - which doesn't seem to be around anymore. It's really useful though, I can mail it to you if you like. It automates mesh unwrapping and planar texture mapping (like for game models).
And don't forget,
E-Light - which takes all the hassle out of lighting a scene for a gorgeous show-off render. Makes even the crappiest meshes look awsome. Mostly good for displaying an untextured mesh, to show off the detail. This is what I use for all of the untextured mesh renders on my site. Get it here home.wanadoo.nl/r.j.o/skyraider/e-light.htm
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
In fact, the amount of work involved in what you're asking is so great that, if you've already textured your separate objects, you're actually better of just attaching everything and completely remapping the new object when it's finished. (Just remember to save your polygon groups by naming them in the toolbar for easy access later.)
And don't forget; any texturing you do in Max won't translate into Lightwave. But I suspect that you want to build your textures in Max and then render them to images that can be applied in Lightwave. Am I right?
btw - one incredibly useful plugin and two incredibly useful scripts for texturing in Max (especially for games) are:
<font color="orange">Texporter</font id="orange"> - which can be found here www.cuneytozdas.com/ renders excellent uvw map painting templates from unwrapped meshes. And,
<font color="red">Chiliskinner</font id="red"> - which doesn't seem to be around anymore. It's really useful though, I can mail it to you if you like. It automates mesh unwrapping and planar texture mapping (like for game models).
And don't forget,
E-Light - which takes all the hassle out of lighting a scene for a gorgeous show-off render. Makes even the crappiest meshes look awsome. Mostly good for displaying an untextured mesh, to show off the detail. This is what I use for all of the untextured mesh renders on my site. Get it here home.wanadoo.nl/r.j.o/skyraider/e-light.htm
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos
cartoons.sev.com.au/index.php?catid=4
.
Please Log in or Create an account to join the conversation.