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Re: VF501's Model Release Thread
Posted: Fri Jan 30, 2009 11:14 pm
by jedi_pilot
Your awsome

!!! Thank's.
Re: VF501's Model Release Thread
Posted: Sat Jan 31, 2009 11:19 pm
by VF501
First Page Updated with new .obj model.
Re: VF501's Model Release Thread
Posted: Sun Feb 01, 2009 5:04 am
by Delta-1035
very nice underhand chaingun, i'll use it

Re: VF501's Model Release Thread
Posted: Mon Feb 02, 2009 8:38 am
by ANDEWEGET
hay vf, you exported only the object _20round_box_mag1 to .obj. the rest is missing. i looked in the obj file to see if its maybe a error from xsi but there was only 1 object, too.
Re: VF501's Model Release Thread
Posted: Mon Feb 02, 2009 2:04 pm
by VF501
Fixed
EDIT: Added V1 Republic Commando. The UVs are pretty decent, the texture is okay at best and needs lots of work.
Link on 1st page.
Re: VF501's Model Release Thread
Posted: Tue Feb 03, 2009 4:05 am
by Tygr

YESSSS!
Re: VF501's Model Release Thread
Posted: Tue Feb 03, 2009 12:07 pm
by Delta-1035
thanks a lot for the commado, i'll use him
EDIT:
in-game his arms don't look so good,
but i'll use him anyway

Re: VF501's Model Release Thread
Posted: Tue Feb 03, 2009 4:28 pm
by VF501
Wow, thats a Weighting issue, I'll redo the weights and resubmit later
Re: VF501's Model Release Thread
Posted: Tue Feb 03, 2009 5:18 pm
by Delta-1035
VF501 wrote:Wow, thats a Weighting issue, I'll redo the weights and resubmit later
this is a good news, good luck man!
Re: VF501's Model Release Thread
Posted: Tue Feb 03, 2009 5:43 pm
by obiboba3po
tnx for the commando!!

Re: VF501's Model Release Thread
Posted: Wed Feb 04, 2009 3:32 pm
by VF501
Fixed Republic Commando added. Tested it out ingame, weighting works fine.
Re: VF501's Model Release Thread
Posted: Wed Feb 04, 2009 3:36 pm
by Delta-1035
yeeessss! thanks a lot.
EDIT: in-game he looks perfect

Re: VF501's Model Release Thread
Posted: Wed Feb 04, 2009 5:34 pm
by obiboba3po
VF501 wrote:Fixed Republic Commando added. Tested it out ingame, weighting works fine.
thanks

im using it in my map too
Re: VF501's Model Release Thread
Posted: Sun Feb 08, 2009 7:45 am
by theultimat
Quick question - Why can I not texture some of the gun .objs in XSI? I import them, do all the Unique UVs, Phong, Image, New and select the texture that I want to use, but still I can only see the default image thing. Does anyone else have this problem?
Re: VF501's Model Release Thread
Posted: Fri Feb 27, 2009 9:05 am
by MileHighGuy
try rendering your object
Re: VF501's Model Release Thread
Posted: Sat Feb 28, 2009 12:38 am
by VF501
Well, I can re-import and texture the .objs fine.
Just select the Polygons, hit Ctrl+7 to make a cluster, go render>get>texture, and choose your texture and use Unique UVs in the Property Page. Then make sure you have at least one viewport in Textured Decal mode.
The shaded and texture viewport modes are real time, no frills rendering already that show the model at a basic level based upon the lights present and angle of camera. True rendering involves a full lighting setup, and adding/modifying shader stacks and passes. So saying "Try rendering your object" is meaningless as a render is only relevant for project that requires it, or to create a final preview (using shader system that mimics the game engine) of a Next-Gen game model (ie Normal Maps which don't show up in viewport renders).
Re: VF501's Model Release Thread
Posted: Sat Feb 28, 2009 11:34 am
by MileHighGuy
oh sorry i thought he meant cant see his texture

Re: VF501's Model Release Thread
Posted: Fri May 29, 2009 7:58 pm
by VF501
1st Page Updated with Fallout MKI Power Armor Character. I'm not going to use that as a final, it was primarily a learning experience for me for hard surface texturing.
EDIT: Republic Commando link is Fixed.
Re: VF501's Model Release Thread
Posted: Fri May 29, 2009 8:05 pm
by obiboba3po
VF501 wrote:1st Page Updated with Fallout MKI Power Armor Character. I'm not going to use that as a final, it was primarily a learning experience for me for hard surface texturing.

thank you so much! this would make an excellent pyromaniac unit in my maps
