Paint the Pyro
Moderators: MetalBeast, Capm
Paint the Pyro
We have the model, the normalmap, the glossmap, the bloom, the engine, and the code... We need the Pyro
Good with paint? Prove it. Download the model and skin the damned Pyro!
Good with paint? Prove it. Download the model and skin the damned Pyro!
- Aus-RED-5
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hummm... I don't see anywhere in his post asking what you think of the model??DCrazy wrote:Hey, I'm sorry but that nose is just too round... the corners definitely need to be squared off.
Just my 2 cents.
The proper place for comments or ideas should be posted here.
Thats my 2 cents.
- BUBBALOU
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Do you need this thing skinned (UVW projection Mapped) for texture maps? UVW mapping is easy in 3dsmax
I suppose you have a texture artist to do the deed after it is mapped correctly? Or is that what you are looking for?
[INFO]
Skinning = UVW Mapping
Texturing = Applying a texture using UVW coordinates
(making it look pretty after it is mapped/skinned)
I'll take a look at what you have . what was the program used to orgianlly map the model and is it included in the download?
(you need to remove those missles, unless they are considered silos)
I hope if you guys did map it correctly you exported it as a template.. Man slow download!!
stuff like this ....
from this
I suppose you have a texture artist to do the deed after it is mapped correctly? Or is that what you are looking for?
[INFO]
Skinning = UVW Mapping
Texturing = Applying a texture using UVW coordinates
(making it look pretty after it is mapped/skinned)
I'll take a look at what you have . what was the program used to orgianlly map the model and is it included in the download?
(you need to remove those missles, unless they are considered silos)
I hope if you guys did map it correctly you exported it as a template.. Man slow download!!
stuff like this ....
from this
- WarAdvocat
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- BUBBALOU
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- Location: Dallas Texas USA
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well i have it now and open.
I can see that is was MAX 7 was used. and a skin modfier was left on the orgin obbject making this incompatible with any other version.. always collapse the stack!!
It is easier for cross platform to export as a XXX.3ds file and just include the textures when you offer up somthing like this. All you have to rememebr is to keep the material names 8.3 for the .3ds file
will take a crack at this through the week
I can see that is was MAX 7 was used. and a skin modfier was left on the orgin obbject making this incompatible with any other version.. always collapse the stack!!
It is easier for cross platform to export as a XXX.3ds file and just include the textures when you offer up somthing like this. All you have to rememebr is to keep the material names 8.3 for the .3ds file
will take a crack at this through the week
Usually I export OBJ, which is widely compatible and not as icky as 3ds, but I included the max file more as an afterthought (thinking that most people would just view the ingame model in the Doom 3 engine, since that way you can see normal and specular mapping and all that).
The skin modifier and the origin bone are for the export into MD5 (the Doom 3 model format), this is exactly the untouched file that I used to export the in-game version.
By request I have made a .lwo version available at:
http://icfiles.doom3reference.com/pyrogx.lwo
The skin modifier and the origin bone are for the export into MD5 (the Doom 3 model format), this is exactly the untouched file that I used to export the in-game version.
By request I have made a .lwo version available at:
http://icfiles.doom3reference.com/pyrogx.lwo