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Old 08-31-07, 09:42 PM   #61
GT182
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Once done Tomi, your VIID will be a excellent and most welcome addition to not only GWX, but to SHIII it's self. Tis a fine job you've done lad.
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Old 09-02-07, 10:07 PM   #62
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I've been busy working on this sub and here's what I've been able to do with it so far:



Just a little update on what I've been working on for Tomi_099. More to come later.
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Old 09-02-07, 10:24 PM   #63
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Thats sweet matey nice work
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Old 09-04-07, 04:16 AM   #64
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Look a new Submarine U-213
To see on a FIRST SEIT
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Old 10-01-07, 04:53 PM   #65
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Default A NEW U-218 in advance

To seeing on the Homage
A new project of the U-218 on the page.
Here the mine chamber was not any longer used,
And the winter garden was put.
Everything here to seeing.

http://www.u218.de/










http://www.u218.de/

Perhaps we can see somewhat larger pictures gotten from another
perspective around the model more make to exact.
That lasts beautifully.

Last edited by Tomi_099; 10-01-07 at 05:25 PM.
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Old 10-01-07, 06:17 PM   #66
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Man I wish I could do what you guys do.

Thats amazing work.

Tomi do you remap the id's for the textures to wrap nicely on the models.

Some of the Stock 1.4b Conning towers are really a pain to paint. Is that the best Ubisoft could come out with? Or is there a better way to wrap textures evenly on models.

Is it possible someone did this?

Am I making any sense? :hmm:
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Old 10-01-07, 07:19 PM   #67
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Now
If the model is finished the IDs (I mean the IDs in 3D-Max) to the old IDs added and exchanged.
Because with the export with Pack3D you are inserted into the correct
position. Since Pack3D the axles exchanges as well known.

Perhaps now I express myself falsely, but all visible surfaces must be
black (FLIP in 3D_Max)
The allocation of the textures success over the pictures in (Unwrap)
JPG

Last edited by Tomi_099; 10-01-07 at 07:31 PM.
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Old 10-01-07, 07:24 PM   #68
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Quote:
Originally Posted by Steel_Tomb
Lol awesome...looks like its fitted with VLT's for TLAM's lol. Can just imagine firing a TLAM from a u-boat...and then someone on the target vessel going "gawdamn those haxxors! Thatz overpow3r3d!!!!11!!one!" :rotfl::rotfl:
ROFLMAO:rotfl:
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Old 10-01-07, 07:30 PM   #69
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Keep up the good work team. I do have a question, would the mines be launched from the stations atop the sub? Or would the "Animation" come from the torpedo tube?

Either way would be cool, but I am curious. I am putting this thread on my watch list.

Edit: Did I miss this, is it already completed?
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Old 10-01-07, 07:38 PM   #70
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Good question!!
Men thought was to be out-supplied it the BOLT to using around the
mines from the chambers.
The axles would have to be dipped the BOLT horizontal are discharged
there.
That lasts the first step, thus from the chambers( from the stations atop ) .
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Old 10-01-07, 09:03 PM   #71
Wolfehunter
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Quote:
Originally Posted by Tomi_099
Now
If the model is finished the IDs (I mean the IDs in 3D-Max) to the old IDs added and exchanged.
Because with the export with Pack3D you are inserted into the correct
position. Since Pack3D the axles exchanges as well known.

Perhaps now I express myself falsely, but all visible surfaces must be
black (FLIP in 3D_Max)
The allocation of the textures success over the pictures in (Unwrap)
JPG
Hhmmmm,, I can almost see what your saying.
Lets say we use the default SH3 conning tower IX/1 or Turm9c_1 model. Is it possible to capture a better visible surface on the id?. What would I have to do to reselect the areas on the TGA texture file so the surface shows a even pattern instead of many mixed patterns that don't really fit.

If you see this conning tower I painted. The front shows the skin being cut in 4. There has to be a way to make the skin wrap better. Have one cut in the front center to the back.
http://img402.imageshack.us/img402/1...bshot06ld4.jpg

Do you see what I see?
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Old 10-01-07, 09:05 PM   #72
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Quote:
Originally Posted by Wolfehunter
Quote:
Originally Posted by Tomi_099
Now
If the model is finished the IDs (I mean the IDs in 3D-Max) to the old IDs added and exchanged.
Because with the export with Pack3D you are inserted into the correct
position. Since Pack3D the axles exchanges as well known.

Perhaps now I express myself falsely, but all visible surfaces must be
black (FLIP in 3D_Max)
The allocation of the textures success over the pictures in (Unwrap)
JPG
Hhmmmm,, I can almost see what your saying.
Lets say we use the default SH3 conning tower IX/1 or Turm9c_1 model. Is it possible to capture a better visible surface on the id?. What would I have to do to reselect the areas on the TGA texture file so the surface shows a even pattern instead of many mixed patterns that don't really fit.

If you see this conning tower I painted. The front shows the skin being cut in 4. There has to be a way to make the skin wrap better. Have one cut in the front center to the back.
http://img402.imageshack.us/img402/1...bshot06ld4.jpg

Do you see what I see?
re-UV map and/or use multiple maps.
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Old 10-01-07, 10:35 PM   #73
Wolfehunter
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Quote:
Originally Posted by Racerboy
re-UV map and/or use multiple maps.
I use Wings 3D for that right?:hmm:

I need to extract the obj files then import them to work with?

This is where I am now.


Do I use the UV editor to map the texture?
If yes then How do I do that. Everytime I click on a part it highlights red. How do I know which part to wrap on the TGA texture?

Man don't tell me its easier than it looks.

Oh I did save it as Turm7b_1coning7b_High.wings

Are there any plugins I should be using?
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Last edited by Wolfehunter; 10-01-07 at 11:20 PM.
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Old 10-02-07, 02:22 AM   #74
Tomi_099
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Default Wings3D - UV-Maping

look this
UV mapping, unwrapping

http://www.beatgroover.com/aoi/tute/page2.htm
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Old 10-02-07, 02:44 AM   #75
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Quote:
Originally Posted by Tomi_099
look this
UV mapping, unwrapping

http://www.beatgroover.com/aoi/tute/page2.htm
Thanks Tomi. I appreciate it.
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