Author Topic: Adding custom items and weapons to SoM (unsticky me please)  (Read 25187 times)

Offline Creatura

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Re: Adding custom items and weapons to SoM
« Reply #20 on: May 16, 2011, 03:21:30 pm »
here is the only texture I mapped on my axe:

http://s55.radikal.ru/i149/1105/11/41d995e868b0.bmp

and the size is 256:256

Offline Verdite

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Re: Adding custom items and weapons to SoM
« Reply #21 on: May 16, 2011, 04:39:02 pm »
Okay that axehead is probably missing its texture. You'l need to resize it to 256x256 then try placing it. By the way, the only way i recognised its lack of texture, is through the materials tab in metaseq - if you've changed the material colour, and import to SoM without its texture, it'l only show the colour from the materials panel in SoM. So clearly its been changed to green...

Btw, strangely good mapping for you're first few models!

Offline Creatura

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Re: Adding custom items and weapons to SoM
« Reply #22 on: May 16, 2011, 04:49:45 pm »
I have done everything correctly and I never change colors in those tabs. I just prepare textures and put them on. AND it doesn't exceed 256X256.

Anyway, I'm proud to present my new model:


And thanks, I've been trying :biggrin:
« Last Edit: May 16, 2011, 04:54:31 pm by Creatura »

Offline HwitVlf

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Re: Adding custom items and weapons to SoM
« Reply #23 on: May 16, 2011, 09:28:31 pm »
Very nice and creative models!
Make sure you have 'UV mapping' checked when you save the X file in Metasequoia or you'll lose the texturing.

Also, colored polygons will show through a texture in SoM. If you use strong or dark polygon colors, it can make your model look 'plastic'. Try opening each material and setting to H=0 S=0 V=100 to make the polygons white.

  
« Last Edit: May 16, 2011, 09:32:02 pm by HwitVlf »

Offline Creatura

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Re: Adding custom items and weapons to SoM
« Reply #24 on: May 17, 2011, 12:31:56 am »
Thank you but that's exactly how I have done the polygons. I'll check the UV mapping though right away and give feedback.

Oh BTW when I made my first sword I made double faced model and mirrored it and now I have external area of the sword plus internal area that is visible. Is there any way to remove one side? I know that metaseq has an option to make 1 sided face to make 2 sided but does it have opposite?


<EDIT>

UV Mapping worked like a charm. thank you.
I just need to remove that 1 side now. Please help me.

<ANOTHER EDIT>

I removed that side manually but it was a real pain in the ass. I now know that I will make only 1 side every time I start a project.
But still it would be nice to know if there is an auto remover (I tired Delete Overlapped Faces commend and it helped a little).
« Last Edit: May 17, 2011, 01:22:13 am by Creatura »

Offline HwitVlf

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Re: Adding custom items and weapons to SoM
« Reply #25 on: May 17, 2011, 03:33:47 am »
"Object > unify faces" is the opposite of "double sided face".

Offline Creatura

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Re: Adding custom items and weapons to SoM
« Reply #26 on: May 17, 2011, 08:51:16 am »
Yet another model to boast with  :biggrin: :biggrin:



I make at least 1 model per day :D

I think I'm gonna become a blacksmith just like Verdite on this forum.

I'm going to make just 1 more axe from these series (spiky weapons) and then make some national swords for my national game :biggrin::biggrin::biggrin:
« Last Edit: May 17, 2011, 09:09:59 am by Creatura »

Offline Verdite

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Re: Adding custom items and weapons to SoM
« Reply #27 on: May 17, 2011, 11:34:48 am »
How are you mapping these weapons? And are you rendering them in Metaseq?

Offline Creatura

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Re: Adding custom items and weapons to SoM
« Reply #28 on: May 17, 2011, 04:39:19 pm »
I choose texture, then I apply the texture to the part, then I scale it X10 or X5 or X4 depeding on what I need and then project. after that I downscale to original size. And yes I do it in metaseq. And why do you ask?
« Last Edit: May 17, 2011, 07:09:06 pm by Creatura »

Offline Verdite

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Re: Adding custom items and weapons to SoM
« Reply #29 on: May 17, 2011, 08:19:03 pm »
I was just wondering, as the rendering background changes with each image.