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First building, your comments? [message #132753] Mon, 17 January 2005 20:44 Go to previous messageGo to next message
RetrocideX is currently offline  RetrocideX
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I'm not sure I quite understand it. Do I go from face to face giving them different numbers on each polygon I have on the model? Also if done right, would I have it appear on w3d veiwer or straight from RenX?
First building, your comments? [message #132756] Mon, 17 January 2005 20:53 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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General (2 Stars)

You can drag the selection box across all of the polygons you want and click on the number, then deselect them and select another group, and click on another number.

Or you can just select the object or all polygons and make the entire thing smooth, but if you add smoothing this way it won't look right, unless it's a sphere or something.


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First building, your comments? [message #132763] Mon, 17 January 2005 21:25 Go to previous messageGo to next message
RetrocideX is currently offline  RetrocideX
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Well this time I tried making a vehicle, although i could not present the way I wanted (Too dumb to understand.) heres what I have, your coments. It''s 3547 Polys. Shot up when I added the extras.
http://img100.exs.cx/img100/9446/prism4mq.jpg

Updated picture, added tank wheels and belt.

[Updated on: Tue, 18 January 2005 07:03]

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First building, your comments? [message #132801] Tue, 18 January 2005 04:24 Go to previous messageGo to next message
blackhand456 is currently offline  blackhand456
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not bad, but wheres the wheels or maybe i just remember that part of the prism tank wrong.

http://img.photobucket.com/albums/v244/blackhand456/Sigg.gif
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First building, your comments? [message #132802] Tue, 18 January 2005 04:49 Go to previous messageGo to next message
RetrocideX is currently offline  RetrocideX
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Added wheels and belt.
First building, your comments? [message #132814] Tue, 18 January 2005 07:53 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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General (2 Stars)

Looks squished, it needs to be a little longer.

Quote:

Well this time I tried making a vehicle, although i could not present the way I wanted (Too dumb to understand.)

What do you mean? It's smoothed, that's what you said you wanted...

Quote:

Well to diverse from this argument, small question how do I make untextured models apear in that whitish/greyish color but smooth looking? Like when showing an unfinished model.

So, did you mean you wanted it without shading? To make it flat shaded, select all of the objects in the model and click on the "Smooth" button at the top of the right tool bar. (Make sure you're under the "Modify" (second) tab.)


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First building, your comments? [message #132827] Tue, 18 January 2005 10:07 Go to previous messageGo to next message
RetrocideX is currently offline  RetrocideX
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I meant to have it appear like this for example.
http://img33.exs.cx/img33/1152/imagefetch9cn.jpg
That appears nice.

Also I made the Prism Tank model with the best reference images and diagrams. It naturally appears short.
First building, your comments? [message #132829] Tue, 18 January 2005 10:19 Go to previous messageGo to next message
Sir Phoenixx is currently offline  Sir Phoenixx
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General (2 Stars)

You have to have a program that can render the model. Like 3dsmax, maya, or something. They took the ability to render out of Gmax.

.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
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If anyone needs any help with using 3dsmax, or gmax feel free to contact me.

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First building, your comments? [message #132868] Tue, 18 January 2005 14:31 Go to previous message
Aircraftkiller is currently offline  Aircraftkiller
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General (5 Stars)
Do what Phoenixx said. Grab all of the meshes, add the Smooth modifier, and check "Auto smooth." The way the smoothing hides rough parts is how the game engine will treat them. Automatic smoothing is much better, it does the brunt of the work, and you can go manually correct smoothing groups on areas that don't look the way you want them to.
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