Skin request - Sdkfz 10


TheSurgeon
04-04-2007, 05:26 AM
I started this model a while ago just for something to do, and finished optimising and unwrapping it this morning, but I'll never be able to skin it so I'm posting it here incase someone else wants to try.

The model's around 10,600 faces, which is more than 100 less than the Tiger tank, and a lot of that will be removed in the lod levels.

Anyway, if anybody does want to skin it, here's all the files - max7, .3ds, .obj, 2048x1024 uvmap and a folder of references:

www.scorchingcraniums.com/sdkfz10.zip

edit: mdl version w/ material path set to materials/models/sdkfz10.vtf
http://www.scorchingcraniums.com/sdkfz10-mdl.zip






Ginger Lord
04-04-2007, 05:47 AM
All these sexy models and no skins :(

Wile E Coyote
04-04-2007, 06:23 AM
All these sexy models and no skins :(personally, my biggest handicap is that I don't have 3DMAX (and couldn't even THINK about buying it)

jules
04-04-2007, 08:35 AM
This MUST be skinned.

[BF1918]BlackJack
04-04-2007, 09:45 AM
@Coyote:

Somtimes also copies of 3dsmax fall down from trucks :D

Watevaman
04-04-2007, 10:20 AM
Yeah, Coyote. If you wanted, I could do the occasional render for you to see how it looks. Or maybe compile a beta so you can view in HLMV.

Trp. Jed
04-04-2007, 10:50 AM
You could just do a quick compile of the model as a static prop so you can at least see it in HLMV. I assume its been UV unwrapped so you could just export it as SMD (or OBJ - yes, the compiler supports OBJ format for static props), do a quick compile and supply the MDL + exported UV maps.

I think if modellers did this it would mean their models would get picked up for skinning quicker.

TheSurgeon
04-04-2007, 11:34 AM
I've already pm'ed Wile the mdl of the model, but it's in the first post now too. I haven't checked the scale but it works fine in HLMV, as long as the material path's kept the same.

Watchtower
04-05-2007, 01:21 PM
You dont need 3D studio max or any other major 3D modeling program to skin this model.

If you use LITHUNWRAP, (which is a 1.5mb program) you can skin and work with the UV maps very easily and have a 3d preview while you do it. It is a FreeWare program with full features for skinning and previewing 3d models and takes a fingernail of processor or ram usage.

Imports/exports .OBJ, .MAX & .MS3D and a few others i cant remember off hand. Imports/Exports .bmp, .jpg, .tga, and a few other image formats.

If you cant find the program, I gladly post it in a zip file.

In fact, I learned how to use it by checking out Trp. Jeds video tutorials for Lithunwrap that he posted here in the DoD forums, for which I am eternally grateful as it ended my dependandcy on others to skin and UV things for me.

If you want to learn how to use LithUnwrap I HIGHLY suggest downloading and watching Trp Jeds video tutorials on the matter.

I did official skins for props for Resistance and Liberation mod using this program and photoshop alone without the interference of steam :)

Hope Ive been helpful.

Watchtower

p.s. - I believe the version you want is 1.3. The latter versions were demo/preview software that required a license. 1.3 is great, stable and free.

p.p.s. - Found a link to the program :)
http://files.seriouszone.com/download.php?fileid=198

p.p.p.s - 3ds Max can export ".dxf" which can be viewed with a .dxf 3d viewing program. Modelers can post a .dxf for users to view in 3d :)
Alias software (max, maya) released one. Not sure if its free.

Trp. Jed
04-05-2007, 01:45 PM
I don't think it can read Max files - in fact I don't think any program other than Max can as their pretty much dumps of the contents of scene memory and not a file format per-se.

Theres lots of 3D viewing apps out there - Meshlab (http://meshlab.sourceforge.net/) is a good example if you just want something to look at a model with while you skin it.

Sly Assassin
04-11-2007, 07:08 PM
Has anyone skinned this at all? I'm interested in using this on a map I'm creating at the moment :)

Wile E Coyote
04-11-2007, 07:39 PM
I sadly have not even opened photoshop for a couple of weeks. I have all the files, just not the time right now.

Watchtower
04-12-2007, 01:28 PM
Ill post the UV I have all prepped up for this model later for users that might want to attempt this.

I added a solid, multi-color scheme over the parts of the model so you can more easily identify what goes where.

If you downloaded this model and looked at the UV with confusion, than your not alone. For those that are not familiar with UV mapping, it can be a bit difficult to understand what the heck is going on in this multi-colored texture.

Perhaps Ill write out a quick LithUnwrap tutorial too.

Sly Assassin
04-12-2007, 03:00 PM
Hey Patrick hows things?

Wile E Coyote
04-12-2007, 04:36 PM
Uv's here, VTF and JPG

www.wiledod.com/temp/sd.zip

[AoS]Albatros
04-13-2007, 04:44 PM
That's a masterpiece, Surgeon... :o

Watchtower
04-14-2007, 11:37 PM
Ok, here is a zip file including a .obj format of the model plus a easier to view UV map.

I used solid color coding to show you where the model parts are located much easier.

I wish i had the time to fully skin this but i have projects elsewhere. I colored 95% of the halftracks main body, I hacked on the wheels and tracks from the deuce and a half and the track wheels (not accurate) from the tiger. Also, I textured the seat cushions with a quicky to show where they are on the uv, plus the back raising canopy.

here is a picture of my solid color overlays:
http://img253.imageshack.us/my.php?image=previewsmoothyf1.jpg


So, to any interested in finishing this awesome model, download my attachment along with Surgeons original zip containing many numerous hi-res reference pictures and open it with Lithunwrap.

Download:
http://www.zshare.net/download/sdkfz_package-zip.html

Package containing my UV *.tga, *.obj model, instructions for Lithunwrap editing, and 2 *.jpgs of current progress.

wt

Sly Assassin
04-15-2007, 02:59 PM
Am I going to have to beg someone to finish this off? Or offer sexual favours aswell?

Sly Assassin
04-21-2007, 11:43 PM
Bump bump and bump!

Wink wink ;)

Wile E Coyote
04-29-2007, 04:42 PM
Heh.... what are the odds..............

I go to a re-enactment display here in St Louis over the weekend, and what do I find but literally BOTH vehicles that are being skinned or requested to be skinned in these forums.



Those are just to give you idea of the size. They aren't the best photos in the world, but I did get a couple of really detailed shots of areas that need it for skins. Was pissed about the dash and guages - didn't know the flash was on and it obscures the main guage. The rest are HERE
(http://www.wiledod.com/temp/sdkfz10.zip)

Sly Assassin
04-29-2007, 06:35 PM
Heh.... what are the odds..............

I go to a re-enactment display here in St Louis over the weekend, and what do I find but literally BOTH vehicles that are being skinned or requested to be skinned in these forums.



Those are just to give you idea of the size. They aren't the best photos in the world, but I did get a couple of really detailed shots of areas that need it for skins. Was pissed about the dash and guages - didn't know the flash was on and it obscures the main guage. The rest are HERE
(http://www.wiledod.com/temp/sdkfz10.zip)

nice photo's :) Now all we need is someone willing to skin this puppy

Watchtower
05-03-2007, 04:08 PM
Hey surgeon, Im working on the skin, but I need a uncompressed .tga of the UV map. The .jpg you supplied has pixelation and is a bit untidy in that sense. I already have it completely textured with a base coat of tan and green camo striping.

It would be 2000% better if you could:

1. Post an uncompressed .tga of the UV map
2. Remove any triangulation/wireframe overlay
3. keep the colors Solid instead of a blend. if thats not possible Ill be ok.

Im also wondering if you want an alpha channel created for the holes in the wheels. Or maybe you may want to model the wheels with holes in them. If you dont think thats important I can just make them look solid.

wt

TheSurgeon
05-03-2007, 04:57 PM
There are a couple of parts where the edges in the uvmap mark the line between two parts, and parts like the canvas cover at the back would be easier to skin with the wireframe, so I've left that on as a fainter layer.

right click/save as, 2048x1024, 4mb tga (www.scorchingcraniums.com/sdkfzTGA.tga)


As for the holes in the wheels, alpha probably wouldn't look realistic on a wheel that thick, so you could either just paint the holes on or get away with having them completely solid.

Watchtower
05-09-2007, 03:29 PM
One last question if I may, will this model be used on other mods? Im curious cuz I hacked on the tracks and wheels from the dod:s half-track and dont want that to cause problems.

TheSurgeon
05-09-2007, 06:42 PM
The model was only made for practice, it wasn't intended for any specific game. I'm releasing it as a dod:s model though, but custom content for mods use dod:s/css assets all the time so I don't think using part of an official texture would cause any problems. I also haven't got any plans to include it with HaJ, unless someone else wants to use it in a map, in which case those parts could be replaced.

Fr3t
06-03-2007, 11:43 AM
Anything new? It's a great model and i think it could be used by a lot of people.

Sly Assassin
07-12-2007, 05:11 AM
*Bump* Any news on this one also?

Wile E Coyote
07-14-2007, 07:37 PM
I have PM'd Surgeon about the texture paths....
there are issues. In the HLMV the textures are simply not showing (when put in the folders as directed), and I have even tried guessing the correct folder with no avail. Furthermore the "smoothshaded" view is solid white without any hint of shading. Something is not right.

It is hard to skin the model without being able to see where everything is or how light affects it.

Trp. Jed
07-14-2007, 08:31 PM
there are issues. In the HLMV the textures are simply not showing (when put in the folders as directed), and I have even tried guessing the correct folder with no avail. Furthermore the "smoothshaded" view is solid white without any hint of shading. Something is not right..

If it's coming up white in HLMV that kinda points to a missing or unlocatable VMT file.

I've check that the VMTs are in the right place, shader is VertexLitGeneric, paths are good in the VMTs and that the $cdmaterialpaths defines are correct in the QC.

If your really stuck, you can use the MDLTextureInfo tool off my website which will tell you from the MDL what exactly its looking for texture wise.

Wile E Coyote
07-15-2007, 12:59 AM
If your really stuck, you can use the MDLTextureInfo tool off my website which will tell you from the MDL what exactly its looking for texture wise.that sounds like the ticket

Sly Assassin
07-15-2007, 01:32 AM
Thanks for taking a look at this Wile, I've got something I want this puppy for :)

Wile E Coyote
07-15-2007, 04:11 AM
:o it was an older experimental VMT I forgot about that was causing the problem

Sly Assassin
07-15-2007, 06:34 PM
hehe nice one :p Not getting senile in the old age Wile? :p

BTW if you are going to skin this beautiful piece of work would you be able to do a camo pattern like below?

http://maquettegarden.free.fr/Vehicules/Demag%207/images/Demag%207%2001.JPG

Or if not something similar to the Tiger tanks pattern which is similar to the above picture anyway :)

thanks for your time Wile, love you long time GI! Also if you want to borrow my wife for payment for doing this I'll be fine loaning her to you for a night or two ;)

Watevaman
07-16-2007, 01:36 PM
Looking forward to whoever does this. >_>

Sly Assassin
07-22-2007, 06:29 PM
any progress?

Watchtower
09-04-2007, 04:33 PM
Ok, this has taken me quite a bit to get going. This has to be the
single most complicated UV map I've ever worked on, and not having a computer monitor after a move didn't help either, so pardon the extended delay on posting the progress.

Right now I have a base coat on the model, soon to add the finishing pieces and detail will come after that, which will not exactly be easy considering the UV map. Ill try and make a grey, tan and snow version but "beta 1" will be exclusive to the tan/green camo scheme as in the photos I used to work on this.

So, long story short, here is how its coming together:

http://img117.imageshack.us/img117/455/sdkfztexturedsmoothdi3.jpg

Trp. Jed
09-04-2007, 04:35 PM
Arrrrgghhh Zee Smoothing Groups. Zey Do Nothing!

Fr3t
09-04-2007, 06:46 PM
That's good to see !

I know it is a lot of work, but would you also do a destroyed version ?

Sly Assassin
09-04-2007, 07:02 PM
Good start Patrick, thanks for the work.

@Fr3t, there isn't a destroyed version of the model.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.