Hey all... I'm thinking about getting back into modeling again but the program I am most familar with Wings3D is giving me issues with computer mouses. The one I used before I left behind with my other stuff before I moved so I have to look into getting a new mouse.
Any suggestions please also... I'm trying to not shell out a large sum of money to get it... so any suggestions of a mouse that is cash tight that will work for the program would be extremely helpful
[Tutorials] XSI 3D Modeling
Hmmm... I'll give it a try... I don't expect much if I can't even begin to use it or be comfortable using it though... we'll see
Nope... not gonna work... I know your trying to help... but... I DON'T feel like learning to use a new program when I am already familiar with one already. I asked for a simple answer and instead I get a complicated one... all I asked for was suggestions on mices to use with wings3D and not suggestions for a new program... I'm sorry if I'm coming off rude but that's the bottom line, I am already familiar with one program why should I switch to one I am not familiar with?
And yes... I know there are tutorials for the program but the time it would take for me to read all that/watch them... in that time I could have made several models in the program I am already familiar with
Well, I should have been more specific.
I assumed since you were asking about modeling on the Sins forum that you want to model for Sins. So if you want to model for Sins you will need XSI. Model with any program that can export to XSI.
Most any program you can change the Quick Keys or mouse buttons in the options.
Well I have several models I've done with wings3D that are not complete yet and I would like to export them but I can't seem to find a converter for wings to allow me to do that. I tried out Gmax and that is basically worse then crap for me as it can't export anything... also Gmax doesn't allow you to close one of the 4 boxes into one so you have a single screen. I want to convert basically the models I have so I can import them into said program... if that can be done I'd be willing to learn a new program instead of having to start all over from scratch after I put hours of work into several models already
I am fairly sure that people are using .OBJ to import to XSI
Like I said, you should be able to set the mouse buttons to any keys you want with keybinds or keymapping. You can finish your model with Wings the export model as .OBJ and import to XSI.
Modding_XSItoSins_ModdingSupplement.pdf
This will help start getting your model into sins. From here we need an experienced modeler.
yeah that's the problem I am having with wings atm I can't rotate my with my mouse because for some odd reason it doesn't like the mouse I am using. I had one before but I forgot to bring it with me when I moved. It was a simple USB wired logitech mouse with the left and right buttons and a scroll wheel in the center. I was looking into buying another one cause the current one I use is wireless and it has about 6 buttons on it.
It looks like this but is an older version of it
http://www.logitech.com/en-us/mice_pointers/mice/devices/5845
and wasn't as expensive
VIEW | AUTO ROTATE (u)This will fly your camera around the model, so that it appears to rotate. The angle and speed of rotation can be set via the Edit -> Preferences menu. Rotating gives you a good overall view of the model, and can be used in conjunction with screen capture software to create an AVI to show off your model. Pressing any key will stop the rotation. However, you can change the aspect of the camera with the middle mouse button during rotation and the rotation will continue.
If your mouse is like mine, the mouse middle is now left-right. I set 1 of these to Mouse Button2 in the mouse properties.
In XSI you also have to hold a key to rotate but can be changed in the key mapping.
Ah... THERE when you said you usually hold a key to get it to rotate I tried that out I used the right mouse button while pressing the ctrl key on my keyboard and that allowed me to rotate it with my mouse. So basically my problem has been solved. I didn't think to ever try using my keyboard before. Using the wired mouse I didn't need to use the keyboard much, all I had to do hold the right mouse button down and move the mouse around to rotate the model
If you are looking for something cheap, but effective try ether blender, or Milkshape 3d. AFAIK Blender is free. Milkshape is shareware for 30 days, but very cheap to activate. Nether of them have a very high learning curve.
I wouldnt give up on max just yet. Sure learning the UI can be a pain but it is worth it in the end. Max for me at least is the most user friendly of the "professional" 3d modeling programs. No hot keys need to memorized.
meh... my issue with max is that I can't have one large SINGLE screen to look at... no I gotta look at 4 of them... I've tried blender... and I DO not like it. So far though using the ctrl key and pressing the right mouse key is getting me by in wings to allow me to use it now... I do plan on getting another mouse later on but for now this simple solution has worked out for me
And as a thanks for the help I got I'll share some pics of the WIP model enjoy... I need to take some updated pics of it as I've done a little more work on the ship now
http://img155.imageshack.us/i/radiance5.jpg/
http://img42.imageshack.us/i/radiance4.jpg/
http://img339.imageshack.us/i/radiance3.jpg/
http://img155.imageshack.us/i/radiance2.jpg/
http://img532.imageshack.us/i/radiance.jpg/
http://img192.imageshack.us/i/radiance6.jpg/
Hm, those are a good start....
But i prefer the details one can get with Max.
You don't need to view the setup in 4 different views.... I have mine set to just 2 different viewports. It is in your GUI layout options.
Hmm I'll maybe look into gmax again then... and since I can import the model to it, it should be easy to have it make more detail... but the model so far that I've done is around maybe 40 to 50% complete. I'm still trying to get the weapon hard points made out on it. You know the turrets an all.
Very interesting model... looks like you took the Vasari's phase missile spammer, the Battleship and the carrier and mashed it together into one ship. As with my model I've tried my best to not make any mistakes or have any lines in the model I've actually made that model from a single rectangle and manged to just make it more complex without any errors... though no doubt there might be some errors I have made on it. I just hope they aren't so great that I have to scrap the model and start all over again. I have of course two saves for the model... the original for when I didn't do a lot of detailed work and then there is the current detailed model
I use all 4 views in max. Only maximize one of them if i need to see details extremely close up, but most of my work in done in the perspective view.
LOL SivCorp i would hate to think of the tri count of that mesh!
One thing i found with meshing is that the only way to learn is to just do it, and if it fails then just keep trying. Errors can be fixed.
I tried wings 3d once a long time ago, but gave up on it. I cant remember why, but something frustraited me about the program. Must have been the UI. Ill take another look at it, and see what it was that pissed me off about it.
Yeah, currently I've updated my model a bit by being able to finally... FINALLY figuring out where I was gonna put turrets and making them out. Only thing I might have a hard time doing is making some finite details on the ship which at this point might be beyond my skill at the moment.
Also the size of this ship is beyond a titan class as I had it planned it's more around a Leviathan class... if you think of it as an in game unit for Sin's it would be a 1 limit ship... means you can only build one of them because it would basically be a beefed up moble starbase that can phase jump between systems and you wouldn't want to meet this sucker on the battle field because it boasts some powerful weapons.
If you notice the nose of the ship looks sorta like a maw/mouth that is the main feature of the ship. A powerful weapon of mass destruction though it would have to be used as a ability with a huge cool down time since it is such a powerful weapon and would take a mass amount of energy to use. As for the rest of the ship's weapons... I don't have any pics at the moment with the current updated look with the turrets but there are a fair amount of cannons on it. Most of them could possibly be beam based weapons or even pulsed energy based weapons, like a large scale pulse laser or even the vasari like version of it. The other turrets I have yet to do will be smaller based weapons which will be on the sides of the ship near the front, front middle and near the rear end of the ship near the main engines
You guessed it close.... The ship is a combo ship, a mashup of all the vassari capital ships. And yes, the poly count is way too high, but it was a simple mash-up challenge I gave myself.
You are building the model the right way in my opinion. Making it a continuous mesh is the easiest way to texture it. It will get a little tricky when you add details, but just subdivide and manipulate, and all will turn out good.
Can't wait to see the finished product! If it is as powerfull as you say, make the pop count cost ~200-500 population. That will limit it
Indeed, From what i see there is nothing wrong with the model as far as i can tell without looking at it in max.
When it comes time to texture like what SivCorp said, Break the model down into as many groups as possible and texture one section at a time. Be careful Sins doesnt like mirrored sections, or multiple sections using the same UV coordinates. As you saw SivCorp with the trade ships. Each section of the mesh had its own texture, and UV. Which explains why the trade ship textures themselves were so large.
What does sins 'not like' about these?
That's a definite on the population... heck I might even have a pop count of 2 or even 3 capital points. As I stated before on the ships weapons here are the 3 choices I've made for weapon types.
Beam cannon turrets
fast firing pulse laser/plasma
Torpedo/missile launchers
also here is some tidbit about this ship:
The ship is actually from a book I've been working on but I won't go into detail with that. What I wanted to state in this was the main scale weapon feature on the ship. The nose or mouth part of the ship houses a large scale cannon that has a converter running throughout the center of the ship towards the main reactor and several other sub generators. It is known as a phase transfer singularity cannon.
It takes energy from the phase or hyper space variation of travel ships use but it also multiplies the energy contents of this energy until it reaches a certain point. The sub generators are actually the phase transfer generators that get the energy and charge it up while the main generator provides the main source of energy. It states that it is a singularity cannon so one thinks. "So wait it can make singularity's?" in a sense yes.
The four points at the front of the ship called the maw or mouth are not just for show, the 4 points also hold 4 powerful gravity generators which are linked and compress the beam of the cannon to a point where you get a reaction in the form of a small scale singularity. When the beam is then fired it travels to it's target which can be a point in space or even a ship and once it reaches it's target creates the singularity. But here is where the real damaging part of the reaction comes into play.
The singularity is so unstable that it only lasts for a few seconds before collapsing back on itself and creating a powerful explosion of energy and sends out a shock wave. So any ship near the vincinty of the weapon going off at the point it was fired at are in the danger zone, the closer you are to the terminal point of impact the more likely your ship is going to be destroyed or damaged.
There are two variation of this weapon 1 is the fleet buster and the second is the large scale attack method of the weapon. The weapon can be limited by percentile of how great the damage you want to do so a fleet scale attack would range from anything from 1% to 20% while a system wide attack would range from 21% to 50% for larger scale attacks like say close to 1 light year up to 5 light years would be the rest of the percentage of the max you can go. It's called a WMD for good reason. Though another point comes up would the ship that fired the weapon also get caught up in the large scale destruction? Not really those phase generators also serve another purpose on the ship, the phase the ship out of normal space and put it into a different kind of space that prevents the destructive energy from damaging it.
So basically if it was used in Sins as a ship it main feature the Phase Transfer Singularity Cannon would only be used in two forms, fleet attack and system/planetary attack. But I'd think only to use it for fleet attack because anything larger then fleet attack would simply be overkill and make fighting against such a ship near impossible and worry not I do plan on other race factions and their ability to live through an attack such as that are already taken into thought. If I did make a mod for sins I'd have to take fairness and balance into effect
Well I took some more screenshots of the ship have a look with it's updated look with turrets, there is one last turret I have yet to do and that is the main cannon at the front of the ship which will be quite easy to do. I spent the last 2 or 3 days adding on these parts. I am trying as best as I can to keep the ship as organic looking as possible. I never liked the blocky looking ships... just seems so unnatural
http://img153.imageshack.us/i/radiancewithturrets1.jpg/
http://img153.imageshack.us/i/radiancewithturrets2.jpg/
http://img293.imageshack.us/i/radiancewithturrets3.jpg/
http://img98.imageshack.us/i/radiancewithturrets4.jpg/
http://img413.imageshack.us/i/radiancewithturrets5.jpg/
http://img442.imageshack.us/i/radiancewithturrets6.jpg/
http://img413.imageshack.us/i/radiancewithturrets7.jpg/
http://img413.imageshack.us/i/radiancewithturrets8.jpg/
http://img248.imageshack.us/i/radiancewithturrets9.jpg/
http://img135.imageshack.us/i/radiancewithturrets10.jpg/
http://img265.imageshack.us/i/radiancewithturrets11.jpg/
http://img98.imageshack.us/i/radiancewithturrets12.jpg/
http://img135.imageshack.us/i/radiancewithturrets13.jpg/
sorry about not embedding the images... the the forum seems to break the links every time I try so your all stuck with the ol copy and paste and yes... I took more pics then before so I could show you a bit more detail in a sense
on a side note I've smoothed some more parts out on the ship. Also the poly count is now 7629
It is the tangents. If you look at the 3rd party SoA 2 models many of them have mirrored sections and they stand out. Some with very nasty visible texture boundrys. This is because one half of the model was textured then the other side was just cloned and mirrored. On Sins models every section has its own uv coordinate, and texture. Nothing is mirrored.
Right an update on the progress of the model... it's... well... I think done at least the model building and molding part of it. All turrets, cannons/laser crystal slots and torpedo launchers are made. Model is poly's are all triangulated. The only thing I haven't done us UV mapped it and textured it... but I'm not familiar with that nor have practiced it.
Max poly count on this model is
13,518
I could go back and make some correction or changes to reduce the poly count a bit, make some of the larger areas into larger blocks and what not and then triangulate them again. But I forget what the poly count list is from fighters up to capital ships or even starbases are... yes... this is sort of a capital ship as I stated before but it's sort of a capital ship/starbase and if used in a mod it would be a one limit ship meaning you can only build it and have on at a time per race/faction. So I'll wait to hear from some more experienced modders and model makers. No pics this time because the ship pretty much looks the same besides the main cannon at the front which I added. I'll post an update on that section so you guys can see what it looks like later
Hi all, back again with sort of a request. Can I have a experienced modeler look at The model I worked on to sort of well... I don't know suggest anything and to check for mistakes if I made any? If anyone is interested drop me a PM with your E-mail and I'll send the file over for the person to look at.
can send it to me if you don't fear critic ( constructive one )...
By the way, download meshlab, it is free... it is a great tools for seek and correct error, fill hole, have good normal ( important for calculate the tangent ), etc...
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