Postal said:Thats, 2, so lets make this fair.
I said I want a minimium of 10 entries. If 2 more people ask, I will grant a reasonable extension. Thats 40%, fair enough to me.
How does 2 weeks sound. the 15th of April, the day after my 20th celberation of hatching.
soldat said:lol.
i wouldn't mind an extension... i truly hate working with xinterface and designing menus.... which is what i'm doing right now.
probably w/ extra weeks i'd have the time to make a better product .... not saying that i actually need the extension... *wink*
Postal said:Heh, I mean March, ya, thats 3, anyone else want to file a claim?
So Mr. Praetorian, you poped out on a 12th? Hmm, what year do you claim?
debucode said:ROFL,
I'm by no means an expert skinner, but there are lots of tutorials on skinning in various tools (I guess you are using 3DSMax) - the one thing I've noticed is that they tend to focus on exactly how to do a particular model (usually a character), and not why you are doing all these things (like matching the skin against a checkerboard pattern, or even what the whole point is in the first place). Which makes it harder to generalize the techniques to different types of models. Are you specifically looking for a weapon tutorial, or a 3ds max weapon tutorial? Or a 3dsmax UT weapon tutorial...? Or more like the actual skinning image tips?
Personally, I'm sitting here with 3 or 4 models in UT2K3 which I didn't even skin at all - I defined constant color textures for the mesh skins. Later, I'll go back and make proper skins (luckily they are almost all very simple geometric shapes) - but for now I am just playing with the models. But part of that is because I've been using Milkshape and have been more worried about not being able to import meshes correctly than in how ugly my skins are...
debucode said:Well, I suspect part of the reason that there aren't so many weapon skinning tutorials is that skinning is not dependent so much on the model being a weapon as much as it is about how to break the model into easily skinnable parts. A "weapon" could be a lot of different shapes, and the shapes determine the skin. For instance even though I threw out my topology textbook a long time ago I am quite sure that lava projector you have in that screenshot is not[\B] going to skin up quite the same way as the uzi. Not at all.
So I say, just do it.
Dave
PS. I actually am not using 3dsmax (I'm using Milkshape and Ultimate Unwrap 3D) so I can't really provide specific advice about how it is supposed to be used. But, you might find it easier to look at some some generic-type tut's and maybe even work through those examples:
http://jozef.3dpixel.org/
This has like a slideshow tutorial on skinning a model in 3dsmax.
http://www.planetunreal.com/swartz/tutorials/tut_unwrap.htm
General UV mapping a model with 3ds max. The skinning for this is a lot like how I have been doing stuff in Ultimate Unwrap 3d.
http://www.leveldesigner.com/index.php?action=doc&ID=162#10
Static mesh skinning of a table.
http://psychokillax.tripod.com/html/weaponskinning.html
Weapon skinning in an old version of 3dsmax. Okay I will say this skin is flat out wrong even by my lax standards.
What I just do is export from 3dsmax in ASE (ASCII Scene Export) format then import into UnrealEd directly.soldat said:it's so stupid that you need a static mesh for a pickup (or it's expected, at least, for the spinny weapon display). static mesh files are big and importing them sucks... 3dsmax => milkshape => ued.
but life's like that