Need help with meshing.


Mortar
03-20-2004, 07:14 AM
I would like someone to help me learn how to mesh right or link me to some good tutorials, milkshape is all i got atm... there must be a good way to mesh there.

my main problems are how to plan the textures so the top and the sides will combine right and also i have problems with making the right scale for the right model part (high resolution for big parts and small resolution for bigger parts)...

and another problem i have is when i make circles, they usualy get elliptic on the model.

Trp. Jed
03-20-2004, 07:44 AM
Well for a start if you searching for help with meshing you wont get very far as thats modelling.

What you want is UVW Mapping.

http://www.psionic3d.co.uk/tutorials/lowpoly/zuvm.html

- Jed

MaRzY
03-20-2004, 08:07 AM
A method i use to to keep things to the same proportions on the UV map as to that of the model, is to place a flat square around that part before i UV map it, then delete the square after i UV map that part. So by using this method your circles would map as circles etc.

Although i use Lightwave, the same method should work the same for any program, here is a pic to help you understand what i mean, it works for any shape.

Proportions in UV Maps (http://homepage.ntlworld.com/scitzo/Proportions-in-UV-Maps.gif)

ripa
03-20-2004, 08:44 AM
To keep things in the right proportions in 3dsmax when using the UVW map modifier, use the same dimensions for all the parts. Find a dimension that covers the whole model (for plane for example 200 and 200), then use those values for all the parts. If you need to use other projections than planar using a checker texture is helpful when scaling the part to correct proportions (when the checkers are the same size as the other parts it has the correct size on the skinmap).

Finding out which piece fits to which other piece is tougher, at least in 3dsmax4 (I heard the later versions shade the other vertices/edges/faces that are connected to the one selected). Again, using a checkered texture is helpful. Move one vertex of the piece around and see what it affects on the model (distorted checkers). Use that to find which vertices on the skinmap correspond to which ones on the model.

Here's Ankalar's skinmapping(=meshing/skinmeshing/uvmapping/unwrapping) video tutorial. It uses a different method than I, but it works.

http://ank.deltr.com/ank-uv-video.zip

MaRzY
03-20-2004, 08:56 AM
Here is the checkerd texture i use, if the program your using does not already have one built in, it will save you making one.



RedGrid (http://homepage.ntlworld.com/scitzo/RedGrid.zip)

Mortar
03-21-2004, 08:21 AM
Thanks a lot guys, that's very helpful ;-)

ROFL voodoochild posted this in the MSA channel -
http://www.fanta.dk/showmovie.asp?mid=0DE3C49B-0151-410D-956A-AE03D4BD7E20 kinda fits this thread ^_^
knock your self out :D

VoodooChild
03-21-2004, 08:27 AM
........guilty as charged, lol

JoJo
03-21-2004, 12:00 PM
I just want tro say thanks guys for posting all this info, I've been lookinf for a good place to learn meshing and mapping, thank God!


ohhh... 1000 posts, where is my free t-shirt?

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