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New base model [SIP]

Posted: Fri May 27, 2005 2:28 pm
by Gavel
Well, I've been working on this for the past 2 hours. It is one of my older base ideas. I finally decided to make it! Anyway, It is unskinned as of now, but I am trying to learn to UVW map. This model might go into a map someday (keyword: Someday).

It has eight sides, and four ladders going to the top. Two entrances from the bottom, and four windows at the top. You can climb to the top of the base as well.

And just before anybody asks, yet it is sealed, and yes there are no errors.

Clay render didn't work out to well for the inside. But it looks pretty nice from the outside.

Pics:

Image

Image

Tell me what you think of it! :D

Er, yeah the renders are crap. Clay doesn't work for indoorsie type things.


As usual, anything I design, comes out looking awesome. :p This model is an example of it.

Posted: Fri May 27, 2005 2:30 pm
by Waverunner
Whoa, that is a pretty nice base! I'd like to know two things:

How many polies?

What kind of skin are you planning to use?

Posted: Fri May 27, 2005 2:51 pm
by Gavel
Image


That is a better render. Well, I was thinking this base as use in a winter canyon type map, like AOTCR (my favorite level ever!!). It is 588 poly's.

I'm thinking of placing those circle red things that indicate bases on the pilalrs on the sides of the bases. At the top of them facing outward. I was thinking having snow hanging off the structure (skin of course) with a metal skin on the Pillars. The rest of the base I think might be like the type wall on the IceFields map bases.

I will try and think of somehing better than regular old forerunner skins though.

Posted: Fri May 27, 2005 3:07 pm
by Waverunner
I bet that if you were really dedicated you could get it to 500, but wow 588 is still amazing. The design is too.

Posted: Fri May 27, 2005 3:13 pm
by Gavel
I'm having trouble with this UVW mapping thing. I clicked the faces I wanted mapped, and click on averaged normals (because it's at an angle on the side) and when it's mapped in the viewport it doesn't show up, there is just a big box with nothing in it!

Image

I don't understand what this thing does. What are the X Y Z or average normal options for? Does it matter which one I pick?

Mmmm, I can't really minmize the Poly's, because there is nothing left to minimize! I won't run an optimize modifier on it because I've had some problems with it in the past.

Posted: Fri May 27, 2005 5:34 pm
by Patrickssj6
select faces>uvw map modifier>box click fix and tile vales around 1>100

Posted: Fri May 27, 2005 6:16 pm
by Katarn
patrickssj6, don't you ever, ever give anyone uv mapping advice, ever, again.

Posted: Fri May 27, 2005 8:49 pm
by i pet a kitty
lol

Posted: Sat May 28, 2005 8:46 am
by Gavel
Come on, doesn't anyone want to even comment on this?

And maybe help me with thisUVW BS?


Katarn you actually posted here but instead of helping decided to make a joke and completely ignore my problem!

Tch. Pathetic.

Posted: Sat May 28, 2005 9:24 am
by hitmanbob
ill help ya, just pm me with ur aim sn and well chat.

if u dont hav aim, the get it

Posted: Sat May 28, 2005 10:17 am
by Gavel
Ok thanks! I really hate to get all angry and stuff on you guys. I just can't stand it when everyobdy gets all stuck up and just leaves my thread to sit!

Posted: Sat May 28, 2005 10:21 am
by Katarn
Or you could just watch bullethead's uv mapping video tutorial at videotuts.net, click my sig, sign up, and download it.

Posted: Sat May 28, 2005 11:42 am
by Gavel
I watched your tutorial from your site. Not very helpful. I click planar map and it automatically selects all these faces behind it, and maps them side ways or sometimes not at all.

Posted: Sat May 28, 2005 12:20 pm
by Katarn
then change the axis of planar map..........duh.

Posted: Sat May 28, 2005 12:31 pm
by Gavel
Katarn, I'll have to apologize. I did not know what I was doing earlier. I seem to be getting it working now. Just not sure whether to make every face attach to its base... Like:


Image

I don't know whether to attach those two verts (they are connected there in the red) adn stretch weld em, or leave them.

Posted: Sat May 28, 2005 4:31 pm
by Katarn
did you listen to the tutorial at all? Stich selected.

Posted: Sat May 28, 2005 4:46 pm
by Gavel
Stitch won't do crap for me. I use target weld. Is that Ok? And when I map some things they come out as the wrong sizes. I suppose the scaler tool can fix it, but they don't always become the right size and end up stretching.

Posted: Sat May 28, 2005 4:58 pm
by Katarn
target weld will give you stretching.

Posted: Sat May 28, 2005 7:06 pm
by Gavel
Yeah... stretching is bad... down there...

LOL j/k but stitch doesn't do anything! I click it and the vertices just stay in place...

Posted: Sun May 29, 2005 8:20 am
by Katarn
cause you have to have the face selected.