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[tutorial] .c3 file box modeling{weapons only}
Discussion on [tutorial] .c3 file box modeling{weapons only} within the EO Weapon, Armor, Effects & Interface edits forum part of the EO Guides & Templates category.
05/13/2011, 22:59
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#1
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[tutorial] .c3 file box modeling{weapons only}
using 3ds max 7 with the .c3 plugins released here on epvp we begin this tutorial
Ill be instructing on swords/blades but im sure anyone with 100+ iq can adapt this to other weapons as well(probably not projectiles but we can only hope someday a warrior can pk with an m60  )
NOTE: texporter is a third party app you can google and find fairly easily
this tutorial does require a little 3ds know how but with practice can be easily understood
Open 3ds max 7 and enlarge your 3d view as top left and front view are completely useless with the style of low poly modeling i do(hardly low poly as most of the models come out with at least 100+ polys) then add a box this will be the blade/hilt
right click convert>editable poly
then selecting the face youd like to be the blade connection to the hilt use quick slice and make four slices two horizontal and two vertical roughly in the size youd like your blade to be though you can just use the Select and Move option on your quick select bar to resize it if need be
then find the extrude option and select the button with a box on it change the value to whatever tickles your fancy but personally i use anwhere between 50-80 for my first extrude on a blade but it can be edited so no worries if its not the right size
then on the opposite face make another four quick slices and make them whatever size youd like the handle to be and leave that at that for now
switch back to the polys on your blade and quick slice it wherever youd like the cutting edge to be then switch to the vertices option
select the vertices going along the intended cutting edge in order along said edge remember to only select them by pairs and in top to bottom order as if you dont you fuck up
find the weld option and select again the box with the square beside it set that number however you like personally i use 10
then weld the vertices in order till you reach the end depending on the side you choose to start from
thats your blade which can be shaped using the vertices + select and move option use your imagination on this one
after that move back to your hilt which youll then quick slice however you like to get the vertices to move and shape your hilt to however you desire
then deselect your blade/hilt and create a cylinder scale it to however large youd like your handle to be and then select and move it to inside the square you cut out for the handle
convert it to an editable poly then select the attach option and select whatever you named your blade/hilt to and it should connect them together
if you dont move it to inside your blade/handle youll have to go through the process of moving it close enough you can select vertices to weld together so itll be attached which over complicates the process
then select your now combined model and press the M key
select the first sphere you see at the top of the box then go to maps click the + itll drop down then select the button by diffuse glow that says None and add whatever file you like as long as its an image file type (.bmp .jpeg ect.) close the mapping window
NOTE: if you dont follow this step when you export to .c3 youll get an error which will close the entire program
then in the top bar(file bar?) select modifiers>UV coordinates>unwrap uvw
then select edit in the right hand box its hard to miss
select Mapping>Normal mapping> Right to Left mapping
then go to your utilites and select texporter click the select object box and click your model then save image and thats your texture which you can fill however you like
then file save
after that file>export>.c3 save it wherever with whatever name and thats it your done
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05/15/2011, 14:32
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#2
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A picture is worth a thousand words
A wall of text is not really motivating and understandable to start modelling, especially when your guide is adressed to complete beginners.
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05/16/2011, 07:49
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#3
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@helliantgod
very good guide
Quote:
Originally Posted by Opale
A picture is worth a thousand words
A wall of text is not really motivating and understandable to start modelling, especially when your guide is adressed to complete beginners.
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allthough he may not have included photos this is still a good guide, anyone who is really motivated to want to do this will bother to read all of the guide anyway...
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05/16/2011, 09:49
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#4
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Dude, it's epvpers ! land of leachers and lazy persons !
There are like 1% of motivated people !
This is a good guide, I understood it but only cause I know how to model already. I was just thinking about every people that don't speak english very well which makes it hard for them to understand that well-made guide.
It's ALWAYS better to have explanation pictures
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05/17/2011, 15:56
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#5
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okay then we are the land of leechers ,, why dont u quit if u dont like that .
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05/17/2011, 18:46
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#6
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Quote:
Originally Posted by ~Sword~Stalker~.
okay then we are the land of leechers ,, why dont u quit if u dont like that .
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It's a generalization, and you know that I'm right
Just check every releases section of epvpers ( conquer section is the perfect example ) 100 times more views then comments, thousands of downloads and dozen of thanks.. thats what I call leaching. People just take and don't thanks nor give feedbacks.
It's tolerated on epvpers and thats what ****** me off, but I do like this forum and i'll stay here, take it or leave it. ( Yes, there are also flamers and haters that i can't bear,people like you. Your post was completely useless and off-topic. )
Stop making this community getting worse than what it is.
Leave me now, excepted if you want to talk about helliantgod's work
@on-topic
I saw that you talked about texporter and didnt go deep in details about textures.
Texporter plugin is in no way needed.
Keep in mind that the image you wrap around the model must be a multipe of 4 for the size
IE : 64x64 pixels , 128x128, 256x256, 512x512.. etc
When your model is done and textured with your image, simply open up photoshop, open the image used to texture the model, and save as .dds
Otherwise, in-game model would have a messed up texture
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05/19/2011, 07:56
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#7
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a pictures may be worth a thousand words but the ability to read and learn from what youve read is worth the trip through a wall of text  and as for pics what could a pic show that looking at the guide an 3ds max could not?
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05/27/2011, 15:42
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#8
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Reading thought this wall of text compared to watching pics = harder to understand, waste of time
Quote:
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Open 3ds max 7 and enlarge your 3d view as top left and front view are completely useless with the style of low poly modeling i do(hardly low poly as most of the models come out with at least 100+ polys) then add a box this will be the blade/hilt
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It's true for poor quality low polys models.. but it's kind of false when you want to make realistic low polys models from all points of views in-game you can't say they are useless.
Instead of saying stuff like .. right click ..extrude ..select polys.. move it like this or like that.. that could be summed up in a single picture ! People's need examples to learn ! there are no valuable examples in a wall of text.
But if you actually show pictures when a real model, with this or this polys/faces selected/extruded/moved/scaled/rotated, where and how to do so ? where to place the model once it's done, and how to know the correct size for it ..
That's what pictures can do that your guide can't. I'm saying it in a friendly way, not trying to flame or whatevs, it just a fact, thats what this saying exists =p check by yourself : your wall of text guide = 1 thank, IDivideByZero's full-of-pictures guide = 29 thanks even though his is less-detailed and didnt deeply explore some of 3ds max modelling tools.
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06/02/2011, 05:00
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#9
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im not really interested in thanks especially not on this forum its only a shadow of what it used to be but im glad to see you've got enough experience in modeling to complain about my tutorial so why not write your own and show us all how its done
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06/02/2011, 17:07
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#10
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29 vs 1 thank and nbs of views are kind of representative tho, and you can't deny that, even if it doesnt mean much, to you.
You guys can't understand a word of what i'm talking about ? you're really that self-centered ?.. I DID NOT critisize the content of your guide at all. I already said its content was good, because I actually bothered reading it, of course there are some phrases I did not understand immediatly cause my english aint that good, but it's basically explaining the bases of modelling but ONLY because i already watched tons of other tutorials and videos where I learnt soms tips, tools or whatevs.
But in no way it is a good well detailed and clear guide for beginners.
That may even be the ONLY guide ever made dealing with graphic stuff, without actual pictures or videos or anything but words ! and that's exactly what I reproach you for this wannabe guide
Imagine now, a complete beginner that never dealt with photoshop, 3ds max, or any other graphic software ( excepted paint maybe xD ) and who's willing to learn how to make simple low polys model for EO or CO, but whose english level aint really good.
You really think he'll bother reading a whole wall of text with complex words, with no concrete example nor pictures not videos to show him the good way to go ??
That's what guides are for, otherwise there's no point of making one.
So even if the content is good, well-explained and everything. it can not be considered as a guide, more like a sum up of the way you personally process to model.
My skills in modelling aren't really good at all and I don't claim being better than you. But yes I dare criticising your guide, that's my opinion and I express it. Thats what threads are for, expressing opinions.
I don't think anyone will ever come up making a thread here and there showing up some 3d work that he accomplished thanks to your guide only. IDivideByZero's was way enough already to get the bases.
If you can't stand negative comments about your work, you shouldnt even bother making threads.
You could have posted the necessary plugins at least so one dont have to look tho epvpers pages to find IDivideByZero's thread, when they'll obviously find there all the necessary to get started to model.
And please, oh please, don't take this personally. I said, and say again, your guide's content was correct and I don't have anything against you. so don't come up hating at me with childish stuff like " I don't care, leave epvpers if you're not happy ! if you're so good do a guide yourself! " or whatever shit you can imagine. Just go in co sections and post your opinion, criticize, even flame me about my really beginner work to take it out on me if you want, I always need more comments, opinions and feedbacks, even ( and especially ) negative ones, cause i'm a beginner and I do need to progress.
PS: look my first post, apparently Zatoichi, The most skilled 3D modeller of the whole conquer section ( at least ) and great artist seems to agree with me.. enough said ?
Have a good day.
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06/06/2011, 08:17
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#11
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i have no intention of hating on you and dont really mind your presence on epvp either if anything youve got valid points but what you dont seem to understand is i did state you need a basic understanding of 3ds max to use this tutorial and in all honesty its better for someone to get acquainted with the program before they start on c3 models as itll be less likely theyll get bent outta shape if something goes wrong while they make a model, but what is my grievance here is that your posts arent constructive just trolling being that you stress the importance of pictures that wouldnt do anything to help as its all completely obvious what im talking about given you have the a basic understanding of 3ds max like i state in the top couple sentences of my tutorial, if someones doesnt understand the program and the material i wrote doesnt make sense to them then they need the basics of 3ds max and itll make perfect sense, now if it were a complex matter like animation key frames or something to that effect i could understand the importance of pictures but something as simple as box modeling has no need for a cluster of pictures thatll do nothing more than bog down the thread
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06/06/2011, 10:00
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#12
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Your comment on my thread made me laugh somehow xD ..
Well, I got your point, I just thought it would be better to aim your guide to complete beginners as well, as people that already know the basics already know how to do box modelling for most of them. meh just my opinion 
Sorry if I sounded rude anyway ! I gotta admit that if i was making a guide, i would only teach bad habits to others, cause my way to model is particularly weird, yours is clear at least ( it would even be better with pictures lol )
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06/07/2011, 02:38
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#13
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lol its fun to muddy up other peoples threads with such vulgar language  and were all entitled to our opinions i might make a guide later with pictures and such for the aspiring artist to get a good start but for now im busy trying to crack armor making using already made armors to see if that works if not ill dig a little deeper and try to figure out how the client runs its armor animations and such
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06/07/2011, 11:19
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#14
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Well I may have some infos that you'll find usefull about armors
I assume you already have a
The .c3 support on Biturn was originally created to work for EO, it's not working great for me on Conquer but you may have less difficulties on EO
With that program you can view models, textured models, but also animations and convert them to .3ds format.
Unfortunately we can't export animations to 3DS, and we can only "half-export" armors. It works perfectly for static meshes though.
Half-export in a sense, you'll have the textured model in 3DS, but not rigged or boned, and you cannot modify its mesh because we can't edit its vertices.
It might work for EO though ?  's a topic of the creator of that .c3 loader explaining how to use this for EO, and he seems to be able to replace armors with whole new ones !
Otherwise, simply using 3DS max ( still for co ) we cannot export anything else than static meshes, some keyframes animations barely works for weapons glows , but we can only export moving/scaling animation ( using only 2 frames.. frame 0 to 8/16/32 or 64 only =/ ) UVW animations, rotations and many other animations arent working ..
Hope this helps !
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