1 project 3D for a beginner by Repman
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All links in post invalid.
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sorry, i can´t see the pics. you need follow with the animations. I don’t know if there is any plugin for Blnder but from my experience, you need 3DS max and the corresponding plugin to create the animations or DOF that you can do through 3DS. Radeum has it very clear with the creation of 3D models for BMS, he will know how to advise you. Greetings
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@parislord said in 1 project 3D for a beginner by Repman:
All links in post invalid.
@trueno said in 1 project 3D for a beginner by Repman:
sorry, i can´t see the pics. - - -
The correct link format to an external image is
![some text to your liking](https://www.pixenli.com/image/DAU7XbVW)
. The pics are actually there still but the links are not in correct format after transferring to the new forum. I just reformatted the links here for everyone, all credits to @repman.@repman said in 1 project 3D for a beginner by Repman:
Hi friends,
PLEASE NOTE: I use Google translate because I don’t speak English.
I need a helping hand to continue
Here is where I am.
- I finished modeling the building for Lod0 and Lod1 with Blender.
I think it is not necessary to make another Lod, because the model has very few faces. - I finished the texturing in Subtsance painter and I can export it.
I put you some screenshots to give you an idea.
Situation view in Substance Painter
be careful, the texture in Falcon will make it worse, because Falcon does not use all the effects, but I prefer to create a complete texture which can be, in the future, be exploited by Falcon and not all redo with each advance of Falcon.
Another one without the HDRI background
The texture
It takes only 1/4 of the space to use the same UV with for several models.
In Blender
The Lod0
The Lod1
Ok, now I appeal to the pros
What is the next step?
I can provide all the files if needed.Thanks in advance
Repman) - I finished modeling the building for Lod0 and Lod1 with Blender.
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@johku This looks sweet, congrats on “wrapping your head around blender”
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Looks very nice .
Next step would be to get it in 3ds max and export as lod.
Before export all materials declarations must be done .
Not an expert and am sure guys will come for help .
Just a kind notice and info, u got us on a very heavy load time right now so please be patient with us. We always encourage and assist guys that want to contribute. -
Thank Johku !
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@arty very heavy load time ???
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@radium said in 1 project 3D for a beginner by Repman:
@arty very heavy load time ???
as always… u know… but here.
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@arty Hello, I just don’t understand what you are talking about, I’m sorry !
repman : here is the general quick process :
1- export your model into .dae or .obj or .stl format. It can be done with Blender.
2- convert your textures into .dds DXT1. It can be done with NVidia dds tool.
3- import your model into 3dsmax 2014, after installing LOD exporting module, available on this forum.
4- assign your textures to your model, by using material editor.
5- please tick the little checkmate under material balls to make your texture appear on your model.
6- Please check that « none » is ticked for alpha channel.
7- On the right modifier stack, go to « smooth ». Give it a value of 30, and tick the two boxes under the level of smoothing.
8- Save your model, exporting issues happen all the time.
9- Export it !
10- You will have some windows that will appear. Click ok all the time, on the first one you may see a number written for nodes if I remember. Please write 4000 inside.Here you go !
I’m taking a small break at work to answer you, if you need more help, please let me know it.
Radium
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@radium taking note. thx
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@Repman, please do not hesitate to get in touch with me to get some technical support. I really enjoy helping my 3D dev fellows !
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@radium
Bonjour Radium,Merci pour les infos.
Je n’hésiterais pas a revenir ver toi.
Repman -
@repman in English buddy !
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Hello Radium,
Thank you for the info.
I wouldn’t hesitate to come back to you.
Repman -
Hello everyone,
The 3d model was made with Blender.
In Substance Painter the UV is clean (1st photo), but when I export it (bottom photo) it gives a funny result (in png).
Anyone know why?thanks in advance
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@repman said in 1 project 3D for a beginner by Repman:
Anyone know why?
thanks in advance
Yes, it called “padding”. In SP look the “Padding” settings on the export parameters screen, there you can choose:
- infinite (this results),
- set an exact number of padding (4-16 pixel is usually enough) with different color or transparency options,
- or switch off the padding completely (not recommended in most cases, only if you want post painting work with them)
The reason of padding is that 3D models use vectors between the vetricles, meantime the textures use pixels on the same area. The problem is the diagonal edges. If you paint only the exact pixel area of UV map, it’s possible to see white pixels on the edges because the steps of the pixels can not follow exactly the vectors. I hope you understand what I trying to say Lower resolution cause bigger roblems (UV map vectors have no units, independent from the texture resolution).
You have to use couple of pixel gaps between the UV islands because of the same reason. The pixels cover a little different area than UV map vectors, therefore you need to use some buffer zone around the UV islands.
The texture painters usually paint larger area than UV map, add an extra pixels around the UV islands, prevent to see these white errors on the edges.
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Hi VO101_Tom,
Alright I’m looking at this.
Thank you
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Here is a first fusion test of BaseColor and OA.
just the BaseColor
BaseColor plus OA
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@radium
Hello Radium,1- Now i have 3ds max2014
2- In NVidia dds tool, I cannot find the DXT1.
does it correspond to BC1a ?
3- you have a link to LOD exporting module ?Thank you
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