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Author Topic: Modelling  (Read 1512 times)
Rolke
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« Reply #30 on: August 06, 2008, 12:33:22 PM »

I've been working in 3dsmax to create some temporary props like a mechlab and union dropship for my map, how exactly do you guys tell what scale to have your object in max so that it is the correct size in editor?
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KorJax
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« Reply #31 on: August 06, 2008, 02:03:54 PM »

I don't think you need to do that really.  Just use solids for now as temporary base buildings and replace them with the MWLL once we get a hands on version 1.0 (or the beta if there is one Cheesy )
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Whiplash
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« Reply #32 on: August 06, 2008, 03:55:57 PM »

I've been working in 3dsmax to create some temporary props like a mechlab and union dropship for my map, how exactly do you guys tell what scale to have your object in max so that it is the correct size in editor?
We use reference objects included with the sdk.
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ToeBall
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« Reply #33 on: August 06, 2008, 04:41:24 PM »

Not always... remember the cow pattie sized castle?
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Masakari
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« Reply #34 on: August 06, 2008, 06:31:47 PM »

Set your units up in meters.
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Whiplash
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« Reply #35 on: August 06, 2008, 06:59:10 PM »

Not always... remember the cow pattie sized castle?
Haw.
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UnderTaker
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« Reply #36 on: August 06, 2008, 07:53:52 PM »

I've been working in 3dsmax to create some temporary props like a mechlab and union dropship for my map, how exactly do you guys tell what scale to have your object in max so that it is the correct size in editor?


****This is from one of the many tutorials Kamikaze has made up for the team all credit for this belong to him*****
1) Open a .Max scene with your object inside

2) Along the top menu bar, find "Customize" - Click it and then click "Unit Setup"

3) In Unit Setup, change your "Display Unit Scale" to Metric "Meters" (This will now show your grid and Units in meters when creating primitives)

4) Still in "Unit Setup", click "System Unit Setup". From here change your "System Unit Scale" to "1 Unit = 1.0 Centimeters"

5) Ok everything to go back into your 3DS Scene. At the top menu again, Click "Customize" and then "Grid and Snap Settings"

6) From here you "SHOULD" change your "Grid Spacing" to 1.0m. This will change your grids so that your grid boxes are 1meter X 1meter. This makes it really easy to scale Objects to the Meter height.

7) Lastly, rescale your object to the height you want and then use the CryEngine 2 Exporter to bring your Mesh into Sandbox....

Now I hope I don't get shot for giving away one of the secrets of MWLL.....lol Grin Grin Grin
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It's tough to remember that when you are up to your ass in alligators................  Your main objective was to drain the swamp!!!
ToeBall
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« Reply #37 on: August 06, 2008, 08:54:23 PM »

Nah, we don't shoot leakers, we keel haul them, which is serious since we use dropships...
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UnderTaker
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« Reply #38 on: August 06, 2008, 08:58:23 PM »

Nah, we don't shoot leakers, we keel haul them, which is serious since we use dropships...


Damn good thing I haven't finished my work on the Saturn 5 Booster Rocket Engines on the Dropship then!
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It's tough to remember that when you are up to your ass in alligators................  Your main objective was to drain the swamp!!!
sherrell
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« Reply #39 on: August 07, 2008, 01:19:08 PM »

KEEP MESH CLEAN!! that is one of the most important rule that even the best modellers dont do. 

Mesh clean up consists of making sure all ur edge loops flow nicely EXAMPLE: ___ yes __/ no.

Also make sure u delete unneccessary faces/polys like ones inside the model that u will never see.

keep the geometry consistent dont use quads in one part and tris in another do one or the other.

Delete stray vertices, stray verts r vertices with no edges intersecting, they cause alot of problems.

And one more thing try not to model something and then just combine it to another model, for example if u model a mech arm and u want to have some stuff popping out for detailing it, just extrude faces from the mesh of the arm DONT model the details on another model then combine it to the arm. it makes the mesh look bad and may cause texturing, rigging or animating problems.

so ya just think about the pipline in the production. Just b/c u model something and u know it in and out doesnt mean the next person that has to do work on it does, like the texture artist, the rigger, and the animator. That's why it is important that mesh be kept clean. Hope u learnt something. Grin
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