[wip] M-16 Year 3000 Model

funbagsfunbags Join Date: 2003-06-08 Member: 17099Members
<div class="IPBDescription">Needs skinning</div> Alright, i got it meshed and optimized <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

856 polies.

(THANK YOU BOTCHI. HE=HERO)


<img src='http://img7.photobucket.com/albums/v18/funbags/lmg1.jpg' border='0' alt='user posted image' />

<img src='http://img7.photobucket.com/albums/v18/funbags/lmg.jpg' border='0' alt='user posted image' />








Rar posted below, model, mesh, and credits.

<a href='http://www.nsarmslab.com/forums/index.php?act=Attach&type=post&id=7229' target='_blank'>http://www.nsarmslab.com/forums/index.php?...pe=post&id=7229</a>

Comments

  • Trex2Trex2 Join Date: 2004-03-27 Member: 27562Members
    looks nice <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    lol, i hope i lernt you something too, its not good to have 1000 polys just sitting around doing nothing.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    horrible mesh... well, not really but PLEASE...

    when your skinning something, you don't want your skin scaled UP, you want it scaled DOWN when it geos from bmp to model...

    as a general rule, please don't mesh things with any LESS than two bmps... unless its a knife, and even then, have one for metal, and one for wood/handle.
  • GodhandGodhand Join Date: 2003-08-02 Member: 18737Members
    yeah... even from my inexperience at skinning... i ve been able to tell its MUCH easier to keep everything composed, then to have like 2 huge meshes with god knows what on them
  • AnarkiThreeXSixAnarkiThreeXSix x_x Join Date: 2003-12-31 Member: 24894Members
    ooh i like it , pretty.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    edited April 2004
    what are you guys talking about?

    Godhand, if by "composed" you mean to leave everything in one giant group and mesh it from one direction... thats just stupid. you have to break it apart to get every side meshed appropriately.

    Delarosa, how the hell is it horrible? and what are you talking about not wanting your skin scaled up, you infact DO what your skin scaled up. thats the entire point, to have as much .bmp "space" on each triangle of your model as possible - while keeping the model easy to recognize, easy to skin, and not stretched.

    and as far as how many .bmps you use doesn't matter at all, what matters is the size of the .bmps that you use to mesh. and in that sense, my single 512x .bmp has twice the quality that all your double 256x .bmps have (262144 pixels versus 131072 pixels). the only real reasons to use multiple .bmps is if you want chrome or you have a section of your model that you want the skin to be changed easily (flags/icons/etc.).

    sorry if i sound angry, its cause i am. i spent several hours on this and lots of other models in the same way, and i'll be damned if i let you all down talk it when you have no idea what you are saying.

    i'm not saying its a perfect mesh job or anything, there are several low pixel areas and i'm not completely pleased about the stock, but i did my best on it and i did it correct.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    what i'm saying is: you've got too much in too little space, even if it is 512.

    what i'm saying needs to happen: assign some of it to another bmp, and scale them up.


    ok, look at heck, lets say the default NS shotgun: that's 3 skinmaps... one for the shell alone, one for the green parts and one for the black parts.

    now, this mesh is awsome, it's nice that you fit it ALL on there... but it's undestinguishable, i personally can't tell what is the mesh and what is the area between the mesh.

    basically, you just need to take a few groups (hopefully you have more than one group) and move it to another materail, scale, and re-upload.

    just keep it as a general rule, no less than two maps. the amount of detail possible on 2 512x512 maps is alot better than just one.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    and i'm saying, yes there are some crappy areas, but that means i need to adjust this mesh - not split it into two seperate ones. if done properly, this single 512 .bmp will have twice the pixels of two 256 .bmps. i'm sorry you can't tell the difference between the whats inside and whats outside, but that really only matters to the skinner (people playing the game aren't going to be looking at the flat .bmp while they play), as long as its skinned, it doesn't matter what the mesh looks like.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited April 2004
    well, i was going to skin it, but instead, i'll spend my time tweaking your mesh to show you what i mean.


    ok, here's a picture of something terribly wrong...

    peiced of the body/handle shouldn'y be mirrored. doing the grip like this saves space, buse screws up the skin completely...

    say i want to make the skin where it shows a little indent on the grip... there is no way in the world i can ever do that since these are put in together.


    and yes, i'm still going to be tweaking it...
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    edited April 2004
    "say i want to make the skin where it shows a little indent" what do you mean?

    and whats wrong with mirroring the grip like that? each of those sections is going to have the exact same picture anyway - all it is, is grip. a grid-like pattern. thats it. the "inner" grip pieces are a different section meshed similar so they can be a different color. now if this model had just one large section of grip (like most guns), i wouldn't have been able to do this - and i woulnd't have wanted to either. it just seemed to fit this model.

    lol, but tweak it all you like. i'm actually curious as to what all you are going to do.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    check <a href='http://www.botchiball.com/starcraft%20conversion/funbags_lmg_meshed.zip' target='_blank'>this</a> out. i made a (very) crappy skin for it so you can see what i mean. i did have to make some minor changes, but not the ones you were talking about. don't judge the skin (i know it completely sucks), but do you see that a skin could be made with that mesh?
  • GodhandGodhand Join Date: 2003-08-02 Member: 18737Members
    <!--QuoteBegin-botchiball+Apr 13 2004, 09:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (botchiball @ Apr 13 2004, 09:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what are you guys talking about?

    Godhand, if by "composed" you mean to leave everything in one giant group and mesh it from one direction... thats just stupid. you have to break it apart to get every side meshed appropriately.

    Delarosa, how the hell is it horrible? and what are you talking about not wanting your skin scaled up, you infact DO what your skin scaled up. thats the entire point, to have as much .bmp "space" on each triangle of your model as possible - while keeping the model easy to recognize, easy to skin, and not stretched.

    and as far as how many .bmps you use doesn't matter at all, what matters is the size of the .bmps that you use to mesh. and in that sense, my single 512x .bmp has twice the quality that all your double 256x .bmps have (262144 pixels versus 131072 pixels). the only real reasons to use multiple .bmps is if you want chrome or you have a section of your model that you want the skin to be changed easily (flags/icons/etc.).

    sorry if i sound angry, its cause i am. i spent several hours on this and lots of other models in the same way, and i'll be damned if i let you all down talk it when you have no idea what you are saying.

    i'm not saying its a perfect mesh job or anything, there are several low pixel areas and i'm not completely pleased about the stock, but i did my best on it and i did it correct. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    sorry typed my post backwards ^^;;.. i meant the more meshes the merrie ^^
  • statusqstatusq Join Date: 2003-01-10 Member: 12142Members
    Actually that mesh is a nightmare for skinners since there is no way you can tell what are the different parts of weapon without painting it red and then checking what it did. I agree, 512x512 has more pixels than two 256x256s, but what if you would be so daring and actually divide the mesh to FOUR 256x256 bmps? Better organization wouldn't be that bad.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    oh my god worst mesh ever! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> sorry
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    .. it really isn't. It's used the space extremely well. There is hardly any surface gone to waste. However it's not the easiest mesh to deal with since it didn't come color coded. I don't think it's horrible by any means, it's just a matter of coloring the segments to find out what goes where, and really judging from the shapes (other than the rectangles <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) it shouldn't be too hard.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    yeah actually it is. Sure it makes good use of space but if you wanted that go into lith and uv-mapping -> face. There you go! All space used... try skinning it though.
    [/sarcasm]

    You wouldnt be able to have a very consistant skin on that... at least i know i wouldnt be able to, not to menchon the stretching it'd have.
  • botchiballbotchiball Join Date: 2003-04-24 Member: 15810Members, Constellation
    edited April 2004
    uh, try the skin that i did. i know its not any good, but it should show exactly how to use it. and since when have skins come color coded? you need training wheels? maybe a stroller? you can figure it out.

    its not like the thing isn't labeled by group, you just select the group by name (or by faces) and it shows on the 3-d model where it is that you have just selected. sounds like you all need to download LithUnwrap (its a skin meshing program).

    and bashh, it has hardly any stretching...
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    i know theres not much, but enough to my eye
  • PhycoPhyco Omnipotent Join Date: 2003-12-24 Member: 24730Members
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    edited April 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->oh my god worst mesh ever! <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> sorry<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    nah bashh i think mine is worse
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