Blender Advice

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

Moderator: Moderators

Post Reply
User avatar
Wonderboy
Chief Warrant Officer
Chief Warrant Officer
Posts: 353
Joined: Sun Jul 12, 2009 12:54 pm
Projects :: Making apples into applesauce
Games I'm Playing :: Age Of Empires II
Location: Eastern South Dakota

Blender Advice

Post by Wonderboy »

I'm trying to make one of those giant pipes on the Coruscant ice capes, but I noticed there are segments where the little pipes are exposed. So I tried to put some in but I am unsure on how to equally space them in the main tube. The main tube has 64 edges and the little pipes have 16 edges.
Image

Image
I couldn't find the original McQuarry, but this is basically what I want them to look like. I also would need a little space between the edges of the main pipes and the little pipes. Can someone recommend what I should do?
mswf
Master Bounty Hunter
Master Bounty Hunter
Posts: 1674
Joined: Tue Mar 31, 2009 3:40 pm
Location: Twello, The Netherlands
Contact:

Re: Blender Advice

Post by mswf »

Try setting an array modifier on the smaller tube, letting spin around an empty you put in the center of the big tube.
Here's an example scene:
http://www.filefront.com/17886741/array_example.blend
Which version of Blender are you using? I used 2.56 namely. You seem to be using 2.49. That version has the same modifier, but I don't know wether or not you can open this file.

After you did this, you can pop into edit mode and change the size of the smaller tube, and/or do UV unwrapping on one that'll translate to all the other pipes.

Do note that the example scene probably uses more faces that SWBF can really handle ingame.

EDIT:
couldn't help it :P :
Image
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Blender Advice

Post by THEWULFMAN »

Speaking as a expearianced 2.49 Blender user, really you just got to go with it, duplicate them and do your best to move them. Thats what I do, its art, it doesnt have to be perfect. :D

Just ignore me, everone else does.... :?
mswf
Master Bounty Hunter
Master Bounty Hunter
Posts: 1674
Joined: Tue Mar 31, 2009 3:40 pm
Location: Twello, The Netherlands
Contact:

Re: Blender Advice

Post by mswf »

You could try to eyeball it, but creating that image I posted took me less than 15 minutes to make. Deliberately not using a modifier would be a waste of your time. And believe, if and when you invest just five minutes into figuring time-saving techniques, you'll get more enjoyment out of working in 3d.
User avatar
Wonderboy
Chief Warrant Officer
Chief Warrant Officer
Posts: 353
Joined: Sun Jul 12, 2009 12:54 pm
Projects :: Making apples into applesauce
Games I'm Playing :: Age Of Empires II
Location: Eastern South Dakota

Re: Blender Advice

Post by Wonderboy »

Yes, I'm going to try the array. I never thought about modifiers before. Thanks. I'm getting back into SWBF2 modding after a while of absence. @Wulfman, I know art isn't perfect, but this isn't art in the sense that I take it. It's basically machinery and it needs to be precise. I know what you mean, though. I just would like it to be perfect, go OCPD on it.
I'm stuck on how to use it circularly, but I do have 2.56, but I feel more comfortable with 2.49 for basic modeling such as this.
The download didn't make sense, I made it how you did, but I don't know how to make start and end caps, how you made them or where you placed them, and how to make it curved.
Post Reply