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Battlefield Modding Tutorials BFMODS • View topic - 3ds Max model

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: 3ds Max model
PostPosted: Thu Jul 02, 2009 7:10 am 
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Hey guys im trying to make models for my paintball mod but you see I just downloaded 3dsmax 1 day ago and have no fucking clue what im doing ive been working on this model and im kinda lost in the program hears what the model looks like



Hears what the end result should look like



but im kinda lost on were to go from here someone told me I shouldn't be working on something like this with only 2 days experience but I really want to learn this program so can anyone help??

First off I used splines and traced them over a picture if that helps...


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 Post subject: Re: 3ds Max model
PostPosted: Thu Jul 02, 2009 2:17 pm 
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The curves don't really fit someone with lesser experience. And the model you have is way to many polygons to even run on bf1942. Try using simpler shapes to begin with.


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 Post subject: Re: 3ds Max model
PostPosted: Thu Jul 02, 2009 6:16 pm 
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num

I dunno howz


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 Post subject: Re: 3ds Max model
PostPosted: Thu Jul 02, 2009 6:59 pm 
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Try. Google for tutorials. Doubt anyone here is willing to give you a elaborate step by step tutorial. That would take dozens of pages and hours of writing and still wouldn't explain everything needed. Also it wouldn't be much help either. You need to learn some of the basic modeling techniques avaible and then refine that process to your personal liking. These basic techniques are covered in modeling tuts all over the net as well as on the tutorials section on your 3dsmax disc.

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 Post subject: Re: 3ds Max model
PostPosted: Thu Jul 02, 2009 7:11 pm 
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like I said dude, this is just too much for you. one of my first gun models was made out of only primitives. and yeah it sucked but the thing is this is something that's WAY over your head. really. i'm sorry. Pink I'll get you that video soon. and archi, you know that you can get at least 3k polys in bf1942? I was testing the other day.

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 Post subject: Re: 3ds Max model
PostPosted: Thu Jul 02, 2009 8:09 pm 
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yes, but 3k polygons multiplied by 64 people = a shit load of lag.


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 Post subject: Re: 3ds Max model
PostPosted: Thu Jul 02, 2009 9:12 pm 
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our server only holds 12 people....Hey can someone at least help me make a skin some paintball bunkers? Thats pretty simple eh?


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 Post subject: Re: 3ds Max model
PostPosted: Thu Jul 02, 2009 10:05 pm 
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dude.. I will help, as will others but you need to go off and find tutorials to get a bit of understanding..

To explain even the most 'simple' things (like skinning those bunkers) still opens up a can of worms. Its only simple on the basis you understand other things.

I forget how I leant max but it defo started with a lot of messing around in max, pressing buttons and trying stuff.. then gradually some things make sense with others.. once you start to get that understanding you will have more specific questions that can be answered here.

for the record.. although it looks a bit mental.. :) that gun attempt is actually kinda good in many wasy.. keep at it.


And on the poly count/server lag... its all about collision mesh.. I have 12mb 40K poly mesh files running in bf42 just fine.. the gun models dont have collision mesh so its not an issue.


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