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3 Dimensional Chat / my first model

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steve c
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Posted: 12th Feb 2005 00:36
okay here is my first model i was gonna use it in my game after i had fully finished it and textured it but i think i am modelling it wrong because if you look at the photo in my next post where i have smooth shaded it it is all weird and stuff pls tell me if i am moddeling it wrong or somthing thanks

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steve c
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Posted: 12th Feb 2005 00:38
here it is smooth shaded if my files r too big pls say and i will try to do somthing about it

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G Man
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Posted: 12th Feb 2005 00:59
Post a wireframe so we can see your geometry.

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steve c
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Posted: 12th Feb 2005 01:06 Edited at: 12th Feb 2005 01:07
okay here ya go.......but be warned everything is probably wrong

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G Man
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Posted: 12th Feb 2005 01:15
I'm not sure what's going on with all of those faces in the grip.. The geometry from what I see appears fine, (albeit somewhat high-poly for a pistol). Are the verts along the back of the trigger opening and the hammer guard at the rear of the frame at the same Z coordinate? If not, that might be thr problem. in which case you'll have to introduce a couple of cuts and flatten the grip portion.

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steve c
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Posted: 12th Feb 2005 01:25
the faces on the grip are here cause i extruded the top face of the handle up a few times so i could use the verts to do the hammer guard and i am not sure what u mean by the z coordinae bit or the couple of cuts bit but thanks for ur help so far

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steve c
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Posted: 12th Feb 2005 01:32
ps is it an alright model at the mo

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bitJericho
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Posted: 12th Feb 2005 02:05
aye, milkshape does funny things with model shading sometimes.. check it in dbp and see what ye come up with


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G Man
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Posted: 12th Feb 2005 02:10
The model looks good! Throw it in your UV wrapper and put a texture on it and see how it looks in DB... Even if it has some problems it certainly is not anything that is not fixable and should not be fixed.

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Major Payn
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Posted: 12th Feb 2005 02:23
Good job for a first time model! You might want to smooth some edges out, and I think it is a bit flat, but the shape is pretty good.

Guns arn't the problem, people are the problem, shoot all the people and guns arn't a problem anymore.
steve c
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Posted: 12th Feb 2005 02:30
cool thanks guys when i hae finished i will put in db thanks

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steve c
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Posted: 16th Feb 2005 00:10
okay has anyone got a picture i can use of a ww2 colt.45 cause i cant find one and i need it for the texture i have searched google and stuff but cant find anything can anyone help thanks

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G Man
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Posted: 16th Feb 2005 02:03
Try this one:

or the attached one is really cool...

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steve c
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Posted: 17th Feb 2005 23:48
okay thanks i have my pic and now do i cut bits of the gun out and put them on my model eg: cut the handle out and texture the handle of my gun with that or is there a way i can map it cause i cant find one? thanks

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G Man
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Posted: 17th Feb 2005 23:53
Go grab Lithunwrap 1.3... That will allow you to UV map your model. Best of all... It's free!

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steve c
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Posted: 17th Feb 2005 23:58
cool cheers err u know there web or shall i search google

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G Man
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Posted: 18th Feb 2005 00:08 Edited at: 18th Feb 2005 00:10
I'm at work so I don't have the addy... Just google it, took me like 30 seconds to find.

EDIT: Oh, and if you go over here: http://forum.thegamecreators.com/?m=forum_view&t=44732&b=3&p=3

I posted some pretty basic instructions to get you started using lithunwrap...

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steve c
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Posted: 18th Feb 2005 00:23
cool cheers man oh and btw: u must have a pretty cool job if u can go on the db site at work lol, dont worry about posting back if ur busy

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G Man
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Posted: 18th Feb 2005 04:13
I'm sort of like a fireman. They keep me around just in case something goes wrong. So, if I'm browsing around, that's good news...

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steve c
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Posted: 18th Feb 2005 05:16
cool so what do u do or where do you work...u know what i mean

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G Man
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Posted: 18th Feb 2005 05:20
I'm a programmer. Right now, the product is in QA. If they find problems, then I'm busy. Luckily... I test things pretty thoroughly before I release my code for QA. So during QA cycles... I have lots of time

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steve c
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Posted: 18th Feb 2005 05:25
cool.....

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steve c
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Posted: 19th Feb 2005 05:38
okay thanks i read ur other post about lithunwrap but i still need help could u just explin how to texture my model and map the texture aswell pls

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G Man
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Posted: 19th Feb 2005 07:08
Ok, the simplest way to texture this specific model would be to apply a box unwrap. So what you do, is load the model into LithUnwrap. Click "Select" then "All". Then hit "Tools", "UV Map" and "Box". It'll pop up a dialog. Just take the defaults. You should now see your model "unwrapped"... Click "File", UV Map" and "Save". Save the UV map image off to a file. It'll again pop up a dialog, just take the defaults. Also click "File", "Model", "Save" and save your model as a .lum file.


Now, go find the bitmap you created and load it up into your favorite image editing software. Take the image of the gun and make it fit over the unfolded sides of the gun. Find or manufacture a suitable texture for the other parts of the gun and paste those over top of the other parts of your unfolded gun. Save the new version of the bitmap.

Go back into LithUnwrap and load the model back up. Now, over in the right hand pane, double click on the texture entry. That will pop a dialog. About halfway down there will be a drop down list. Click it and select "Bitmap". Then click the "Properties" button. That will pop a dialog where you can load the bitmap you just created in your image editing software, so do that. Now close all the dialogs by clicking ok.

Now you can preview your model and enjoy the fruits of your labors. At this point you can export the model to a .X format so that it can be used in DBPro or Classic... Just make sure to save it as a text file with compression off (those work best).

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steve c
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Posted: 20th Feb 2005 00:59
okay i have loaded my model saved the uv map and saved my model as a .lum file and have my picture i want to use and i have loaded lithunwrap up and loaded my model back up but i cant see a texture entry button in the right hand pane check the screenshot if i have done it right

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G Man
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Posted: 20th Feb 2005 05:35
click the little plus sign to expand where it says "Materials", the you'll see the texture name to double click. Sorry I didn't have a copy of LithUnwrap to run when I wrote that.

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G Man
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Posted: 20th Feb 2005 13:50
I look forward to seeing this beastie once you have it textured!

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steve c
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Posted: 21st Feb 2005 00:54
cool but i dont think its meant to look like this........i always do somthing wrong...sorry

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G Man
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Posted: 21st Feb 2005 01:27 Edited at: 21st Feb 2005 01:32
You need to follow the outlines on the UV map. Here I quickly threw together an example. It doesn't exactly fill the UVmap, but it should give you an idea how to line things up. What software are you using to edit your images? I use paintshop pro. What I do is flood fill the outlines with a solid color, then I use the wand selection tool to select the filled area in. Then I use the wand selection tool to select only the image I want pasted onto my UV map. Then I switch back to the UV map and do "Paste into Selection". If you want, email me your model and I'll do a quick texture so you can see what I'm talking about.

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steve c
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Posted: 21st Feb 2005 21:09
he he i see will be done soon i will post a render (i think its called)if it works

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steve c
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Posted: 21st Feb 2005 22:04
okay finished not all the parts of the gun are where they should be but it looks okay the file size is quite big well i think it is if u have a fast internet i doubt it will take that long to load so if it does sorry for the inconvenience. pls give c&c

THANKS GMAN!!!

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G Man
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Posted: 22nd Feb 2005 02:32 Edited at: 22nd Feb 2005 02:35
Dude! That's da bomb! All you need to do is put a black dot where the muzzle should be and flip the "US" on the one side so it's right-reading. That and it looks like some of the little grooves on the slide (the ones that make it easier to pull the slide to the rear) got down on the frame, so you should maybe tweak that part a little bit...

EDIT: Oh and there should only be an ejection port on the right side of the gun(the side where the US is right reading. That and the ejection port should run up over the top just a bit.

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steve c
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Posted: 25th Feb 2005 00:44
okay cheers gman

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6r1m r34p0r
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Posted: 25th Feb 2005 01:58
that is really to wide...other than that good job!

Next in line, please!
steve c
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Posted: 4th Mar 2005 00:14
yer i know i have fixed it now andit looks okay but put in dbc infront of the camera there are objects that arent there floating next to it and stuff its weird can u help me fix it

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G Man
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Posted: 4th Mar 2005 02:21
Sure... What's going on now?

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Deadly Shadow
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Posted: 4th Mar 2005 11:41
G-man, how do you put textures on like that??

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G Man
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Posted: 5th Mar 2005 04:10
I descibed the process in the posts above...

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steve c
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Posted: 5th Mar 2005 05:34
yea read before u post fool....jk
right its infront of the camera -and i know this is not my objects fault cause it happened with a dark matter model aswell- i see a few objects next to it like triangle shapes and stuff which arent there on my modelbut its only on one side of the model.

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steve c
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Posted: 5th Mar 2005 05:45
actually i take it back the objects that are there are there on my model they are just out of place it looks like you can see through the model and see the other bits through it.....pls say i can fix this

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steve c
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Posted: 8th Mar 2005 02:41 Edited at: 8th Mar 2005 02:50
heres a pic of whats wrong

can u see it looks like u can see through the gun can i fix this?

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G Man
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Posted: 9th Mar 2005 05:27
Looks like you might have some normals flipped the wrong way. Just load your model back up and make sure that all of the faces are pointed outwards.

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steve c
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Posted: 10th Mar 2005 01:44 Edited at: 10th Mar 2005 01:44
err faces pointed outwards?

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G Man
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Posted: 10th Mar 2005 02:16
There should be a "Reverse Normals" command in your modeller somewhere. Just use it. A model's faces are only one-sided. Which means if you look at them from the wrong side, they will be invisible. That's what's happening here. The direction a face points is called its "normal".

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steve c
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Posted: 11th Mar 2005 00:57
okay i cant find one that sais reverse normals in ms3d the nearest is face to front i will try that

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steve c
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Posted: 11th Mar 2005 01:04
okay that didnt work

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G Man
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Posted: 11th Mar 2005 02:00
I'm not sure how to do it in Milkshape. I don't use it. Perhaps start a new thread and mention "reversing normals in Milkshape" in the subject. Or, if push comes to shove, you could ship me the model and I can flip them for you in the software that I use...

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steve c
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Posted: 11th Mar 2005 02:24
okay cool i will post a thread if u cant then i can e mail it to u
okay by u

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G Man
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Posted: 11th Mar 2005 03:02
Fine by me!

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steve c
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Posted: 13th Mar 2005 00:03
okay my email at the mo is being gay so i am gonna upload it ere in .3ds form so here ya go

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