Tutorial on making weapons?
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Re: Tutorial on making weapons?
Also, after you generate a UV map, feel free to mark the vertices of that UV map and move them around to get them all into the center grid. B for marquee, G for translation, R for rotation and so forth, that's totally true in the UV/Image editor as well.
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Re: Tutorial on making weapons?
well i've looked into it a bit and found that only "unwrap" "unwrap (smart projection)" and "lightmap UV pack" work as UV mapping techniques, all the others screw lugaru or X2Solid/Brainfart up. anyway, i'll try to do more digging and see what we have to stay away from to avoid this problem. for now, using the "lightmap UV pack" option is a good fix for broken weapons, but will be a little more tedious to make a good textures for, but for objects (like my pillar) it makes their texture kind of rough. since objects use mostly the same textures, you can't make new ones for each and every object.
anyway, i think i've used up my rambling tolerance for today so i'll shut up now and tell you what i get from the digging later.
anyway, i think i've used up my rambling tolerance for today so i'll shut up now and tell you what i get from the digging later.
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Re: Tutorial on making weapons?
Well, you can work around the fact that one texture is re-used. You just model everything using that texture so that it only uses a fraction of the texture.
So if the hypothetical texture tex1.png is used by the hypothetical objects obj1.solid, obj2.solid, obj3.solid and obj4.solid, you distribute the UV coordinates as follows:
Edit: The issue with that trick is that if immobiles get scaled, their UV coordinates aren't scaled, so if you had a car with 2 smileys on the hood at scale 1, you'd have a car with 4 smileys on the hood at scale 2. So this only works for 1:1 models that are never ever scaled.
1:1 scale value in Lugaru is 0.6666666 by the way.
So if the hypothetical texture tex1.png is used by the hypothetical objects obj1.solid, obj2.solid, obj3.solid and obj4.solid, you distribute the UV coordinates as follows:
Code: Select all
##############################
#.............#..............#
#.............#..............#
#...OBJ1......#....OBJ2......#
#....UVs......#.....UVs......#
#.............#..............#
##############################
#.............#..............#
#.............#..............#
#...OBJ3......#....OBJ4......#
#....UVs......#.....UVs......#
#.............#..............#
##############################
1:1 scale value in Lugaru is 0.6666666 by the way.
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Re: Tutorial on making weapons?
I just started working on a weapon, my first time in blender. is there a way to put something at 0,0,0?
and also, how do you convert faces to triangles?
sorry, I'm new to this, I'm just now shaping a weapon...
and also, how do you convert faces to triangles?
sorry, I'm new to this, I'm just now shaping a weapon...
Re: Tutorial on making weapons?
Ctrl + T in edit mode to convert to triangles, I believe. If not you can just hit space, find edit, faces, and convert to triangles otherwise. I think.
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Re: Tutorial on making weapons?
Press N (opens Transform Properties)gameman581 wrote:I just started working on a weapon, my first time in blender. is there a way to put something at 0,0,0?
Object mode:
Select Object
LocX to 0, LocY to 0, LocZ to 0 in Transform Properties
Edit Mode:
Vertices:
Select a vertex
Vertex X to 0, Vertex Y to 0, Vertex Z to 0 in Transform Properties
Edges:
Select an edge in Edge Select Mode
Median X to 0, Median Y to 0, Median Z to 0 in Transform Properties
Faces:
Select a face in Face Select Mode
Median X to 0, Median Y to 0, Median Z to 0 in Transform Properties
In Edit Mode, the Global/Local Selection Thingie means whether or not the values in the Transform Properties are relative to the center of the object (the pink dot). Local means the values _are_ relative.
So you will only see a difference there if the object's center isn't at 0,0,0
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Re: Tutorial on making weapons?
thanks a lot to both of you guys!
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Re: Tutorial on making weapons?
I'll point to my video tutorial in here once again because it simply makes sense.
Here it is:
http://www.zshare.net/video/54394704221c262f/ (Download it, it's a high resolution video)
And you should really read this post: viewtopic.php?p=68751#p68751
In short, get rid of x2solid and jump onto the Brainfart bandwagon. It's easier to use and produces better results.
Here it is:
http://www.zshare.net/video/54394704221c262f/ (Download it, it's a high resolution video)
And you should really read this post: viewtopic.php?p=68751#p68751
In short, get rid of x2solid and jump onto the Brainfart bandwagon. It's easier to use and produces better results.