03-22-2010, 12:23 PM
Optimizing the mesh before beginning
Right. Ive been meaning to write this tutorial on how to texture models in 3ds max for freelancer models for quite some time now, but i've just not had the chance to do so. So, without wasting any more time, let's dive straight into it, shall we?
All freelancer textures + a few custom/newly created ones in .dds and .tga format: http://www.mediafire.com/?mmytfzcmoec
The most important thing you need to know about texturing in 3ds max is, you –need- to have patience to do it. It isn’t hard to do, so anyone who tells you otherwise is an idiot. It IS time consuming, so you should automatically think to yourself “right, this model is rather complicated, i will devote x amount of hours to this to do the texturing job to the highest quality i can possibly achieve”. If you were making a model for a game, you don’t really think the game lead designer would accept pathetic quality work, do you? So why should the mod suffer, even if you’re doing any mod work for it in your own free time? Remember, everytime you submit a horribly done piece, god smite’s a kitten. Think of the kittens.
This tutorial is meant to teach you the basics of texturing in 3ds max, nothing more, nothing less. As you proceed to use 3ds max, you will learn new techniques and tools, and your experience will grow as you move along. Before you actually begin texturing in 3ds max, there are a number of precautions you must take into consideration.
- The mesh must be as optimized as possible. This means no errors such as floating vertices, unwelded vertices or faces, holes or gaps in the mesh, double, triple or quadruple faces one behind the other, etc. Such errors can either have a minor consequence (double faces = increased poly count) or major consequences (floating, unconnected vertices = game crash), and either way, you should keep the mesh as clean as possible.
- Furthermore, multiple faces occupying same space can lead to z-buffer tearing and blinking effect as the renderer is uncertain which surface it should render- increased poly count is just one of the consequences.
- The mesh must be centered. This will not only ensure that when you finish everything and are ready to export the model as a .cmp for hardpointing etc, there is no problems, plus it will make hardpointing easier (plus, its one of the rules you must comply with for submitting anything for discovery).
- Dont do anything unnecessary when it is not required. This is regarding modelling- for freelancer, we want to keep our models’ poly count as low as possible. As a general approximation that i go by, all fighters/bombers/freighters = 1-2.5k polys, gbs and small transports = 3-4k polys, cruisers and big transports = 4-6k poly, battleships, battlecruisers, etc 5-10k poly. Ofcourse, you can go higher, but try to keep in such ranges.
Freelancer ships are most of the time, symmetrical, except for a few (the spatial is a good example) i will explain further down how to ensure there is no problem with the models, and how to ensure your mesh remains symmetrical.
- Here is a trick you can utilize whilst optimizing the mesh: customize->customize user interface->look for "Display Edges Only Toggle" and assign some key to it, like "F". when your viewport(s) are in edges mode press "F" and you'll see the hidden lines displayed in punctured lines as opposed to hard edges. Also in the same customize preferences set key for "Display Vertex Ticks Toggle", say "G". This will allow you to see vertices even when you're not in vertex editing mode.
Gap in mesh: http://i84.photobucket.com/albums/k13/gurj...crosis_bug2.jpg
Mesh before optimization: http://i84.photobucket.com/albums/k13/gurj...ocbs_wrong1.jpg
Mesh after optimization: http://i84.photobucket.com/albums/k13/gurj...s_wrong1fix.jpg
The importance of trims:
http://i84.photobucket.com/albums/k13/gurj...n/trimmings.jpg
clear example of well-done trimmings:
http://i84.photobucket.com/albums/k13/gurj...min/bs-head.jpg
the power of symmetry:
http://i84.photobucket.com/albums/k13/gurj...ad-symmetry.jpg
another important and useful tool to help with texturing:
http://www.renderhjs.net/textools/
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