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Google 3d Warehouse

Thank you very much. I know this will be a great help. I am expecting that we will see a lot more buildings now.
 
That looks amazing Refar, i've been lurking the thread for awhile now, and those two buildings convinced me to post. :goodjob: i have sketchup pro so maybe i'll take a look at this when my finger is better. (i chipped a bone in my finger :()
 
Guys,

I converted this unit from the google workshop but with no luck trying to get this thing rigged. Its a helicopter and I got rid of the model's propeller and then exported it from blender as a nif and tried pasting the branches in the gunship nif to get the propellers but no matter what I did it wouldn't show. If you can help I'd appreciate it.
 
I'll take a look. I've animated couple of helicopters in nifviewer.
 
I fixed it. Sorry didn't see Asio volunteered, before i was done...

Not sure what was wrong wit your file. I used the same technique as on LH's - skined the body on the gunshps bone, exported and copy-pasted-branch with the new meshes (Hull, cockpit and tair rotor - separate meshes because of teamcolor/transparency) into the Gunship nif (Kept the Rotor from the nif, replaced/deleted everything else).

The small rotor isn't animated (the bone was to far) But with that duct it's not to disturbing i think.

The main rotor is barely visible in the screenshot, but look ok in game.
comanchefl7.jpg


Also cut it down to just below 1000 polys and added teamcolor.
The texture is very-very cheap. Exported a nonshader and a gloss version, however the gloss map is black for now.

I attach the UVW map, in case someone want to make a nice new texture for it.

Dont delete/replace the Rah66_Dummy.dds - it is in the damage map slot - removing it might cause some texture mess.
 
Refar,

Thx very cool! I'll probably due some skinning. Probably color it like the current US Army ACU pattern.

2 questions though:

1) How did you reduce the polygon count? In blender?

2) how did you make the UV map. Whenever I save it in blender I never geta texture like that.
 
I don't use blender, so the tools might be a bit different. But the general process should be the same...

1) Polycount.

The easiest thing is - delete garbage - Sketchup just loves to pack the model full of un-needed stuff - backfacing polys, extruded edges, (not to mention all the tiny details no one is ever going to spot in tha game). Fortunately most of it comes as separate objects/meshes - so it's rather easy to get rid of.

What i usually do, is - select the parts you want to keep first - one by one - and hide them (or freeze or rename, or move to another layer). Then just select and delete everything that's left. The screenshot below shows "everethinh that's left" - after i hidden the actual hull and some other parts i decided to keep - as you see its obvious garbage - and its worht 2200 out of the 3500 polys :crazyeye:
Spoiler :
clipboard02ja2.jpg
On this one i also replaced some stuff, that was easy to access/reattach - the gun, the tail rotor and the cockpit interior - with extreme low res meshes - concidering the game scale a 3-barrel gun is not worth the extra 300 polys.

On this model this, fortunately was enought.

But if you really need to drop the polyount even more you could go ahead and remove some edges/verts from the main meshes - reducing the smootheness, of course, but concidering the games scale again....
This last step is somewhat tedious, and often not worth the effort.

In the end i also wielded the separeate meshes together (unless i needed to apply different materials to them)

2) Do you mean how i exported that jpeg-picture showing the mapping ? Or how i did the mapping ?

For export - there is a plugin for max, that will allow to export the uvw map in a picture file. I assume, something similar does exist for Blender.
If everything else fails, you could try Render to texture using a Facetted or Wireframe material.

The unwrap itself - It is a bit hard to give general guidlines, as every model is a bit different. When applying the UVW map, its often easier to start with some kind of default mapping, and then work from there to "finetune" the texture space. I applied a planar map (from sideview) to the hull, then cut it in two to fit it in the square texture. Then stuffed the rest (Cockpit, Wings, Gun, Rotor cap) in what space was left.
 
I did know of this a few months ago... should have said something. I didn't have the software until recently though.

Refar, where do you find the
(Second map Channel -> Render to Texture -> Swap Materials) that you were talking about, in 3ds Max?

I also don't see any materials even though the chicken model I got was textured in sketchup.

EDIT: i suck at modelling... all I could understand of the instruction was I hit Modifiers/UV Coordinates/UVW Map, then in the channel segment of that I changed Map Channel to 2. Then I hit Render to Texture, and rendered, though this seems to have done nothing. And I don't know where Swap Materials is, or what that would do.

EDIT: one sec lemme look at his tutorial... I didn't know if he updated this instruction in there or not

Kevin
 
I made a few buildings now using Refar's tutorial. You need to use pipette tool or whatever it is called to grab the material from the new models you bring in.
 
Refar, where do you find the
(Second map Channel -> Render to Texture -> Swap Materials) that you were talking about, in 3ds Max?
This was only a brief synopsis to get a general idea for those who are somewhat familiar with the tools. You will have to read the whole thing for the details.
 
Can someone please convert the Burj Khalifa?
I have tried to do it myself but I get numerous errors.
 
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