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> Modeling/Texturing Problems Thread, ask here if you've got question concerning modeling/texturing
Bracken
post Sep 13 2007, 07:47
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I'm abit confused about making a cargonet/rope bit and wondered if anyone could please quickly explain how its done. What i'm trying to do, is create it like in this picture. Do I make it kind of a sheet from a single sided plan, like I tryed here(with alpa channel texture?). Or do I model it in long cylinder bits, of a rope?
If the first method is correct, how does a double sided face work in arma? Can I get the texture and face/normal to show up on both sides?
Still learning all this, so thanks for any help. helpsos.gif
 
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Linker Split
post Sep 13 2007, 22:59
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QUOTE(Bracken @ Sep 13 2007, 08:47) *
I'm abit confused about making a cargonet/rope bit and wondered if anyone could please quickly explain how its done. What i'm trying to do, is create it like in this picture. Do I make it kind of a sheet from a single sided plan, like I tryed here(with alpa channel texture?). Or do I model it in long cylinder bits, of a rope?
If the first method is correct, how does a double sided face work in arma? Can I get the texture and face/normal to show up on both sides?
Still learning all this, so thanks for any help. helpsos.gif


To make a camonet, you can use two ways:

1)create a square, and split it in about 100 little squares like in the image below:

then you can move different points to have the best in your opinion:


the second way:
2) you can make a square, then another one in its center, and so on:

then move the points:



In any case, you must not model the ropes in long cylinder bits... it will slow down the game.
the only way is to create a flat plan wink.gif like I suggested you.


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Bracken
post Sep 13 2007, 23:41
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Thank you very much for the help Linker Split.
So I guess that means the texture will show on both sides of the plane in arma? Or do I need to do something to it, to make it work like that?
 
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Linker Split
post Sep 13 2007, 23:49
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when you select 4 points, you should hit 2 times F6 to create two faces, so you can see the net on both sides.
on the contrary, if you hit only one time F6 while having selected 4 points, you will have only one face! So open your eyes wink.gif


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Bracken
post Sep 14 2007, 00:47
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Ok, thank you again for your help Linker Split. Sorry if the question seemed stupid, I didn't actually think that you could create two faces in the same space, as when you try it in the modeling program I use, you get this error.

But thanks again for all your help, will search longer next time.
 
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d@nte
post Sep 22 2007, 03:14
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well, personally i would use an alpha channel to create the camonet. this is the easy way.

- less faces on a model (even with a normal map) = good performance wink.gif

which program do you use? that seems to be houdini or Silo unsure.gif



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Bracken
post Sep 22 2007, 08:27
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It's actually Blender happy.gif . Thanks for the tips also.
 
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Linker Split
post Sep 22 2007, 09:34
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QUOTE(d@nte @ Sep 22 2007, 04:14) *
well, personally i would use an alpha channel to create the camonet. this is the easy way.

- less faces on a model (even with a normal map) = good performance wink.gif

which program do you use? that seems to be houdini or Silo unsure.gif


obviously yes smile.gif
But you should also have the camonet fluid to be modelled wink.gif so you should make all those planes...


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
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d@nte
post Sep 22 2007, 11:22
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QUOTE(Bracken @ Sep 22 2007, 09:27) *
It's actually Blender happy.gif . Thanks for the tips also.


oh! ok. i tried it 1 year ago. gasp, this program is too strange for me, i mean the viewport. sweatingbullets.gif

QUOTE
But you should also have the camonet fluid to be modelled wink.gif so you should make all those planes...


yeah, and that should be easier with blender than with the crap oxygen. blues.gif biggrin.gif


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Linker Split
post Sep 22 2007, 19:10
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QUOTE(d@nte @ Sep 22 2007, 12:22) *
oh! ok. i tried it 1 year ago. gasp, this program is too strange for me, i mean the viewport. sweatingbullets.gif
yeah, and that should be easier with blender than with the crap oxygen. blues.gif biggrin.gif


agree with you m8 ph34r.gif
this program still got some sicret misteries for me ph34r.gif


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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
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-->DOWNLOAD MY HDT ISLAND!<--
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GIJOE94
post Sep 24 2007, 19:18
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can anyone give me a base texture to edit because I realy want to start some texturing (I've got GIMP 2) but I don't know where to start or how it should be set out.Thanks


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d@nte
post Sep 24 2007, 19:24
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what do you want to do? give an example please smile.gif

btw: try to look at some tutorials (photoshop or the gimp this is the same thing).





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(Good advice is always good, even though it comes from an idiot).
 
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GIJOE94
post Sep 24 2007, 19:46
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I just want to make my own texture for a soldier or some thing simple but I need a guide line to follow from.


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d@nte
post Sep 24 2007, 22:36
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ok, but each part of a soldier can use a special stuff. if you make a metal or a fabric texture etc. this is not the same thing.

personally i don't know special tutorials. i learnt with a lot of tuts. how to make a metal texture, how to ......; how to .......

this tut : http://forums.cgsociety.org/showthread.php?f=46&t=373024 is excellent for the metal, but some stuff can be also used for other things.

i know, this is a photoshop tut, but you can do the same thing with the gimp.

but you need also a lot of brushes (grunge brushes, dry brushes .....)

gimp brushes:

http://browse.deviantart.com/resources/app...amp;alltime=yes

other tuts:

http://www.gimp-tutorials.com/
http://gug.sunsite.dk/?page=tutorials
http://tutorialblog.org/gimp-tutorials/
http://www.gimptalk.com/

good luck smile.gif



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Sheildsy
post Feb 18 2008, 11:20
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Quick question in regards to Texturing a weapon fresh from 3DS Max.
It is now a P3D file and working fine, this is my first weapon i have made from scratch by my self.
And i was wondering what the procedures for starting to texture it is?
Any help would be appricated smile.gif Only ever Textured Soldiers Before happy.gif

Any help would be appricated


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MrRee
post Feb 19 2008, 21:28
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are there any requirments that need to be met before the carve option becomes avaliable
Oxygen 2 Wiki
i have tried different ways of selecting the objects but it never becomes avaliable.

sounds like a useful tools just cant seem to use it.

any ideas?
 
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Linker Split
post Feb 20 2008, 00:14
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QUOTE(MrRee @ Feb 19 2008, 21:28) *
are there any requirments that need to be met before the carve option becomes avaliable
Oxygen 2 Wiki
i have tried different ways of selecting the objects but it never becomes avaliable.

sounds like a useful tools just cant seem to use it.

any ideas?


I can use it blink.gif



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-->TUTORIAL ON HOW TO MAKE NORMAL MAPPING IN ARMA!<--
-->MATERIAL EDITOR TUTORIAL!<--
-->DOWNLOAD MY HDT ISLAND!<--
judgement = hypocritical and slightly deluded
 
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MrRee
post Feb 20 2008, 00:50
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hmmm wacko.gif, ok ill reinstall the tools see if that helps

EDIT: not sure what was wrong but the reinstall seems to have fixed it, note to self try that first, thanks Linker Split
 
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d@nte
post Feb 20 2008, 12:02
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QUOTE(Sheildsy @ Feb 18 2008, 11:20) *
Quick question in regards to Texturing a weapon fresh from 3DS Max.
It is now a P3D file and working fine, this is my first weapon i have made from scratch by my self.
And i was wondering what the procedures for starting to texture it is?
Any help would be appricated smile.gif Only ever Textured Soldiers Before happy.gif

Any help would be appricated


weirdsmiley.gif you should do the texturing in 3dsmax and also of course the uvmapping. why do you want to use oxygen when you have a better tool Malajn.gif



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Benoist
post Feb 22 2008, 12:04
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I don't know why but I can't make cylinders. No mather which values i gave to it, only a line appears.
 
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