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-   -   Hi-Poly American Submarines (https://www.subsim.com/radioroom/showthread.php?t=173012)

Nisgeis 07-31-10 04:38 PM

OK, when you tell Max to do a boolean cut, you are cutting through the model like a cookie cutter. If you have a really complicated shape or highly detailed shape, then it's going to add in lots and lots of cuts to whatever you are cutting into. Let's say that you have a cylinder with 50 sides that you are trying to cut through a single plane, which has four sides, then what you are asking max to do is to turn a 4 sided shape into a 54 sided shape, which can result in a big mess. So, just watch the amount of detail you are trying to put in in one go.

Also, the models from SH4 are quite small, they are at a scale of 1 unit to 10 metres, so they are tiny as far as Max is concerned. When you import the model into Max scale them up by a factor 1000 and that should give max some room to work with, otherwise you'll be working in fractions of a max unit and it can get confused when it works at tiny fractions of a unit. When you export the model, remember to scale it down by a factor of 1000 too.

Royale-Adio 07-31-10 05:07 PM

Quote:

Originally Posted by Nisgeis (Post 1457216)
OK, when you tell Max to do a boolean cut, you are cutting through the model like a cookie cutter. If you have a really complicated shape or highly detailed shape, then it's going to add in lots and lots of cuts to whatever you are cutting into. Let's say that you have a cylinder with 50 sides that you are trying to cut through a single plane, which has four sides, then what you are asking max to do is to turn a 4 sided shape into a 54 sided shape, which can result in a big mess. So, just watch the amount of detail you are trying to put in in one go.

Also, the models from SH4 are quite small, they are at a scale of 1 unit to 10 metres, so they are tiny as far as Max is concerned. When you import the model into Max scale them up by a factor 1000 and that should give max some room to work with, otherwise you'll be working in fractions of a max unit and it can get confused when it works at tiny fractions of a unit. When you export the model, remember to scale it down by a factor of 1000 too.


Well I think I just found a way for that. It's a lot of little things but it works.

What I did was basically select the areas I wanted to make boolean on, then I gragged them off on a perfect x axis, the I re-selected the areas, deleted them, made the boolean operation on parts dragged off and putted them back in perfect place.

What I'm talking about:
http://img641.imageshack.us/img641/3500/44275483.jpg
Uploaded with ImageShack.us

That way, the boolean affect only the areas selected and not the rest of the sub. Sure it's long, but it a wayyyyy better result than standard boolean.

I just don't know how to re-attach those parts to the sub, since after deleting the areas, there's long portions that are just gone. What I'd like to do is to just ''weld the metal plates'' back but I don't know how.

Cheers!

Royale-Adio 07-31-10 06:04 PM

Yeah, I'd LOVE to know how to weld back in perfect position, If anyone knows, please tell me.

Royale-Adio 07-31-10 08:36 PM

No one? I'm nearing completion as I write...

Royale-Adio 07-31-10 10:36 PM

Well, I finished the project. It's not perfect but I did my best.

But I have a problem. When I try to re-import into S3D, It says that the .uvw contains less numbers or something that the model I'm trying to import.

After searching the web, I learned that this was a UV map(?) problem.

I did try to import the uvw I exported into S3D but S3D tells me that it contains polygonal data and that it must contain triangulated data.

So I think I have to un-wrap the uv map and make a whole new one... :damn:

If only it was simpler.

Anyone care to help me here?

Finished product so far:

http://img97.imageshack.us/img97/6031/68115406.jpg
Uploaded with ImageShack.us

skwasjer 08-01-10 05:54 AM

You don't have to make a new UV map if you are only cutting away geometry. HOWEVER, you MUST before making any changes import all UV-maps (see my tutorial). You can't import the UV-maps anymore if you've first made changes to the geometry.

Now if you've done this all correctly, then cuttin away geometry will update all map channels. After you're done, you must first triangulate the model (Convert to Polygon: max 3 verts per face), and then you can export the model to OBJ, and last export the extra map-channels again to UVW.

If any of these steps is skipped, you will end up with errors during import in S3D like you've encountered.

Royale-Adio 08-01-10 12:20 PM

For the interior structure, when I studied the Type IXD2 a bit in 3ds max, I notice it had closed compartments with holes that matched those of the sub.

I'm trying to do the same but it's a bit complicated.

Royale-Adio 08-01-10 12:47 PM

Quote:

Originally Posted by skwasjer (Post 1457454)
After you're done, you must first triangulate the model (Convert to Polygon: max 3 verts per face)

Do you mean Modifiers-Conversion-Turn to poly ?

Royale-Adio 08-01-10 04:07 PM

Well folks, after much thought, unless someone here at the forums help me with this, I may never coplete the project.

The model is completed, but I don't know how to make a .uvw file or texture map. So if someone knows how to make a texture map, I can send him the project file.

Also, the interior structure issue is a bit annoying, as I don't really know how to make the sub interior visible in S3D:

http://img130.imageshack.us/img130/13/11443690.jpg
Uploaded with ImageShack.us

The boolean technique I used worked pretty well. All I had to do was to weld the objects back in place and it took 40 mins at most, which is pretty good.

A problem in S3D says the ,mtl file I exported doesn't contain any material. I still don't know what to do. I'm so clueless... :oops:

All in all, it went good for the modelling part, but for the rest, well... I definitly need some help.

Nisgeis 08-01-10 04:17 PM

Quote:

Originally Posted by Royale-Adio (Post 1457820)
Well folks, after much thought, unless someone here at the forums help me with this, I may never coplete the project.

You have been getting help along the way. Have you watched skwas' tutorial and done what skwas suggested?

Royale-Adio 08-01-10 06:29 PM

Yes I did. But in order to make the interior visible, I'll have to make new textures for interior parts and map them, so making a new map is still necessary. What I need is to know how to make a .uvw map.

keltos01 08-02-10 01:18 AM

Quote:

Originally Posted by Royale-Adio (Post 1457867)
Yes I did. But in order to make the interior visible, I'll have to make new textures for interior parts and map them, so making a new map is still necessary. What I need is to know how to make a .uvw map.

http://www.subsim.com/radioroom/show...ght=UV+mapping


uv mapping tutorial


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