hi
I am the team leader of a Total Conversion mod titled "Rise of the Caliphate"
we need some help with 3ds max
as you can see there are lines going through the faces.How can you remove the lines with 3ds max?
hi
I am the team leader of a Total Conversion mod titled "Rise of the Caliphate"
we need some help with 3ds max
as you can see there are lines going through the faces.How can you remove the lines with 3ds max?
you need to remodel the face of the unit ...
(just select the center row of vertexes in the face and move it back a notch)
I've seen this on most light units that dont have a visor, so get ready to tweak some faces ... ;)
G
I will see if it works,since up till my modeler has tried to use smoothing groups to resolve the problem,but it hasn't :(
Hmm...the solution looks interesting, I will try it and report back (btw, I'm the ROC modeller in case you guys didn't know :P ) ... the model is much better now but the line is still there so if this works out the new model will be shown over at TWC inshallah.
I've been asked to provide a bit more detail about my previous comment/post ... so here I'll go .. :)
First of all I'm an über-3d max-noob so dont be surprised if my methods are "simple", I just know the basics but that often is enough ...
To start out with I take for granted you have the model converted to .ms3d (or to .cas or ..... any format you can get into Max)
Than this is just the way I make these minor tweaks and that works, its just that M2 models are pretty detailed so you need to "enlarge" things before you can start modding/molding your model ...
-First I import the model and remove/hide what I dont need to see (like the 5 other faces, can only edit 1 at the time ...)
-Than I copy the head I want to model (I'll tell you later on why, but dont thouch this head, leave it alone)
-select the head you want to remodel, now first I make sure the pivot is centered at the center of the model
(go to the selection screen on the right of the screen, select the "hierarchy" tab, than "affect pivot only" than hit "center to object");
I center the pivot so when I rescale the head it keep the same relative position and doesnt end up floating far far far above the model.
-Now keep the head selected, tab the "scale" button, now dont use it yet!!, if you have the head selected and the scale tool is active, right-click the "scale" button.
Now a menu will pop-up with at the righthand side a single option for you to enter a scale, I often just use 200% here (means I can scale it back down later on following the same method but than entering "50%")
What you have now;
-Remove/Delete the skin-modifier, and select the editable-mesh, now you can freely edit the head, and its big enough to see some detail;
Do NOT remove or add any vertexes or faces, just relocate them a bit so the head looks better/smoother.
-Now rescale the head to be smaller again, as you set the pivot and you know how you scaled the head you can just return the scale and the head will end up exactly where it came from.
-You now only need to apply a new skin-modifier .... but that the trick ... as you didnt delete or add any vertexes the head basicly stayed the same, at least in respect to a skin-modifier, so thats where the copy of the head comes into play and why you should have left it alone.
Select the copied(old) head and select its skin-modifier, right-click and select the option "copy". Now select your new head(without a skin-modifier) right-click, option "paste", and you're new head'ed model is done ...;
(as you can see I didnt actually change the model, bit this method will work for any bit of model, just copy the model, enlarge, remodel, shrink, copy skin-modifier...)
G
Thanks the line problem is gone![]()
However there is a new problem.
There is a problem with textures in the game. When create a new object such as a helmet, it ALWAYS uses the shields and weapons texture file and not the soldier texture that killerxguy want it to use.
Any ideas on how to get an object to use the texture that killerxguy UV mapped it into?
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