Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 16 28-08-2007 , 07:29 PM
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well i think it's because when i did export it, it wasn't finished, so maybe when your tutorial comes out, i'll know what needs to be done for sure user added image

# 17 28-08-2007 , 08:13 PM
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Im also expanding several areas of topics with the tutorial. Btw last time I remember you had me blocked on msn can you make sure im unblocked ?

Btw it would be helpful if you post a screenshot of the error tanks gives you.

# 18 28-08-2007 , 08:22 PM
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after all the bad that I have done to the BK community Im giving back good stuff now.

# 19 28-08-2007 , 08:26 PM
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I'll make sure to user added image

what areas are your expanding?

thats good user added image a full blown tutorial on making models for BK would be a great (and is a very needed) thing.

the error it gives me is a black screen and it says "script error '7' not enough memory" or something, and on other models, it says "script error 'some number'" but i have enough space on my PC lol

# 20 29-08-2007 , 06:33 AM
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Right now Im adding a section about adding new kinds of meshes to The Day After and im also reverse engineering the mod files from TDA to see their structure.

# 21 29-08-2007 , 06:40 AM
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Thats a weird error it could be related to the models size. I think i mentioned that my russian su-34 crashed the tanks viewer because it was extremely detailed over 9k polys and i believe ive got the same error. Should be fine in resource editor when editing it.

# 22 29-08-2007 , 05:57 PM
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well i got it right now user added image i was exporting them the wrong way, but now i've come up to the problem of my models seem to change shape when i export, and in some they revert back to looking like they did originally before i changed them user added image

# 23 30-08-2007 , 04:52 AM
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could be due to history or transformations not being freezen. Btw dunkel the new forums look awesome I can't wait to come back user added image

Could you post a screenshot of BEFORE and AFTER so that way I can understand better how to help you user added image


Last edited by AresMars; 30-08-2007 at 07:47 AM.
# 24 30-08-2007 , 10:55 AM
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Well i tried changing the freeze frame settings, and it worked user added image now i know how to set locators, i guess my question now is how do i set up restraints for BK, get my UV out of the uv editor, and last how to get it all up in the resource editor user added image

# 25 31-08-2007 , 03:13 AM
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UV Snapshot for exporting the files.

# 26 31-08-2007 , 12:44 PM
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Thanks user added image now what about getting it into the resource editor? user added image im wanting to finish my Semovente M43 da 105/25 Bassotto today user added image

# 27 31-08-2007 , 03:54 PM
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Hi Dunkel,

Before I can give exact tips on the resource editor I need to know a bit more info on that unit : does it contain a single 1.mod file , is it a spg type unit , do you have all the necessary resource editor files ? Btw tutorial should answer most resource editor questions but really the resource kit does that user added image

I wish I can help you out right now even more at this time but I need to get my sleep I am kind of tired had a long day. :zzz:

# 28 31-08-2007 , 04:04 PM
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I have all the unit mshs from the resource kit, its a single 1.mod spg type made from the regular semovente in BK, it uses the same skin so that makes it a tad bit easier user added image

# 29 01-09-2007 , 12:39 AM
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ok, i've figured out how to use the resource editor on new models user added image now my problem is it tells me i have to many nodes above something.. i forget and im to tired to go back and get to all that to recreate it, but i think it was because i didnt have any of my locators parented to anthing, but once i did that i exported it, and nothing for the shoot points or any of the locator points, i parented them all to the chassis of the SPG, what should i have parented them to? user added image or what could be wrong?

# 30 01-09-2007 , 01:54 AM
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Too many nodes means no parent-child hierarchy. Firing locators such as LMainGun should be part of turret etc... (children of children).

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