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how to make....
#70844
04/14/06 13:13
04/14/06 13:13
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Joined: Jul 2004
Posts: 311
Aaron
OP
Senior Member
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OP
Senior Member
Joined: Jul 2004
Posts: 311
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Hi I want to know how to make meshes like the skin's for my 3d models, how can I do this, and how does meshing skin's work? and Why do people in the game world use skin meshes? Is their a way I would learn to master meshing?
Last edited by Aaron; 04/14/06 13:13.
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Re: how to make....
[Re: Aaron]
#70845
04/14/06 13:18
04/14/06 13:18
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I wrote a tutorial on just how to make skin meshes and build levels as models using MED. See the links in my sig for details, of which contain the link to the tutorial.
In short, skin meshes are textures. Unless you want an untextured model, you should texture them (or skin them).
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: how to make....
[Re: ulillillia]
#70846
04/14/06 13:41
04/14/06 13:41
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Joined: Jul 2004
Posts: 311
Aaron
OP
Senior Member
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OP
Senior Member
Joined: Jul 2004
Posts: 311
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Hi thanks for the link I checked it out, I downloaded a sprot's car that has like a mesh for it, but I don't understand the tech they used, like it's one paint file that has the skin of the tires and the skin of the car and light's how does that work? how would the that texture file of the car skin that is seperated like the tires is in the bottom part of the pain file and the car door's are by them self's in that same pain file? would I need to program the 3d model to point where those skin's need to be? Also is their a way to like load a picture in any modeling software that you can like trace the picture and create the 3d model that way?
Last edited by Aaron; 04/14/06 13:46.
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Re: how to make....
[Re: Aaron]
#70847
04/14/06 13:51
04/14/06 13:51
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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For applying textures, try it with a simple cube and a simple texture. It takes a little while to get used to, but it's not all that complicated. A skin is nothing more than a 2D image, of which a UV map is applied to texture the polygons of a model. The vertices can be moved around to relocate things.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: how to make....
[Re: Aaron]
#70849
04/17/06 17:38
04/17/06 17:38
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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See my "making levels in MED" tutorial and the part about skinning. As a side note, use the squarest texture you can (use 1024x1024 instead of 4096x256 as 4096x256, though they're the same size (1 megapixel), will likely cause an error saying it can't create the D3D texture.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: how to make....
[Re: Aaron]
#70852
05/04/06 23:28
05/04/06 23:28
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
Senior Expert
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Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Limitting the camera's visibility range is done with camera.clip_far. This is how it is with A6 anyway, I've never used A5 (or really have even seen) so I don't know.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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