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  #1  
Old November 16th, 2006, 08:32 PM
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Randallw Randallw is offline
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Default Re: .x Model file question..

I tried making a basestar but in the xfile viewer it comes out looking like 2 triangles. Also how can I add a texture?. I am using wings at the moment with xfile module.

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Old November 23rd, 2006, 06:28 AM
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David E. Gervais David E. Gervais is offline
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Default Re: .x Model file question..

Ok, I learnt a few things about texture mapping, I'm posting this 'before' sample where the entire object is given a texture without the benefit of a UV map. I'll make a second version once mapped.



This ship has 170 poly count, not bad I think. Comments on the design are welcome..

Cheers!

EDIT: Here is my first practice run on the texturing, not bad, but I still have many more tweaks to do.



Cheers! v2.0
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  #3  
Old November 23rd, 2006, 07:25 PM
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David E. Gervais David E. Gervais is offline
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Default Re: .x Model file question..

Here it is in final form..




Attached is the .zip with the .x file and texture map.

Cheers!

Edit: Oh and this final version has a 132 ploy count, not too shabby eh?
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File Type: zip 472970-AaShip.zip (32.7 KB, 138 views)
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Old November 24th, 2006, 11:27 AM
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Default Re: .x Model file question..

Great model David!
I don't like the bright red, but the model is cool.
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Old November 24th, 2006, 03:57 PM
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David E. Gervais David E. Gervais is offline
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Default Re: .x Model file question..

Hello again, Here is a cargo/transport ship. I made the design to look like the type of cargo pod can be changed. In this model it's a simple freight container..




Attached is the .x and texture map.

Comments welcome. Cheers!
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File Type: zip 473193-CargoShip.zip (120.0 KB, 164 views)
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  #6  
Old November 24th, 2006, 08:33 PM
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Default Re: .x Model file question..

What modelling program are you using David?
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  #7  
Old November 24th, 2006, 08:53 PM
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David E. Gervais David E. Gervais is offline
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Default Re: .x Model file question..

I'm using Anim8or it's a free 3D Modeling program. You can find the program at Anim8or.com

I use LithUnwrap to make the texture maps, and my favorite paint program to make the textures.

Basically the new trick I found is I can 'detach faces' to allow me to then create different groupings of objects.

The procedure is, make model, and once done, detach faces to make similar groups like the wings, the back end where the thrusters are etc. Export the model as a .3ds. Then import the model into LithUnwrap and 'select all' and under tools option make a uv map, (box is good for separating the parts). then play with resizing and positionning to make the maximum use of the bitmap area. Save the UV map, and save the model (again as .3ds) this new version of the saved model has the UV map info. Edit the .bmp of the UV Map you saved and fill in the parts with texture. then Import the model into Anim8or , you'll notice the model does not have the texture on it, we have to 'apply' the texture, using the materials menu, load the bitmap into the 'difuse' properties and allpy the texture. Because the model contained the UV Map it will know where to place the textures. resave the model as .3ds. now when you load it into LithUnwrap you can preview the model. Form this point on I have LithUnwrap and Artgem running, I tweak the texture map, and reload the model. it automatically loads the new tweaked texture map. preview, adjust,.. resave in the various formats .obj and .x for example. Oh and when I save the .x I select uncompressed text format, that way I can edit the .x file in notepad. this comes in handy when I convert the .bmp to .jpg for the final version. I simply change the filename extension at the end of the .x file and resave.

That's it in a nutshell, Hope this info helps, Cheers!
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