[Newbie Workshop] Links to tutorials in thread are on pg. 1

Just found the link to this topic & think it is a great idea. I have recently joined the ranks of Blender noobs and am looking forward to learning a lot about 3d and ( eventually ) making games. Anyway, heres my little attempt at the hellfire missile.

http://i31.photobucket.com/albums/c355/lord_cooper/hellfire.jpg

http://i31.photobucket.com/albums/c355/lord_cooper/hellfire2.jpg

http://i31.photobucket.com/albums/c355/lord_cooper/hellfire3.jpg

C&C welcome

The shading on the back looks strange, I guess you used beuty fill or something? if you want it to be flat (but you should probably make a hole there instead)
https://blenderartists.org/forum/viewtopic.php?t=55417&postdays=0&postorder=asc&start=63
and set solid?

Thanx 4 the advice
http://i31.photobucket.com/albums/c355/lord_cooper/hellfire4.jpg

Now, it’s UV mapped… done over several times, so would be a mess to upload the uv’s here…

but here is some pictures of the missile…!

I’ve also tweaked the shape of it a tiny bit… but nothing to mention

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Here is my vain attempt at adding textures… Roll on the texturing tut!
http://i31.photobucket.com/albums/c355/lord_cooper/hellfiretex.jpg

New neo its looking good, everyhting looks nice and sharp :slight_smile: OH yeah therre are 4 fins not 3…slight problem :smiley:

The only thing is, you guys are stressing over tris way to much. Tris are not the devil or anything so dont worry about them no matter what there are tris in everything. Even in your quads there are tris!! The place you have the tris too they are fine, when they are on a flat surface like that you wont see them anyway so dont worry abou them.

Also you might want to up the samples on your ao settings and turn use distances on.

No worries about the textures I will start posting how to unwrap a cylender, later on today. And also how to make sure its not distorting or anything.

NorinMHX - Looking good, just sharpen up the edges some more. And maybe make the fins still a little bit thicker.

JABayne- this m0del wont be for a game, this is just to get us familiar with m0deling and then today :slight_smile: UV mapping! By vent I mean the thing you have in the middle of the front fins.

Tjeiken - wow looks like you have an idea of what your doing with UV mapping, so this should be real easy for ya :slight_smile: Looks good by the way!

Mike - Heh… Tokk this one as a crash course, because i needed UV mapping on my Supermarine Spitfire
http://biorust.com/index.php?page=tutorial_detail&tutid=85

And to all the other newbs (as myself) in here, that don’t know UV-mapping… try that tutorial… gives you an idea of what it is, and then it’s just logic thinking… =)

OH yeah therre are 4 fins not 3…slight problem

WHOOPS!!! The reference pics kinda confused me, are there 4 fins at the front and the back?

Here’s my attempt:
http://img224.imageshack.us/img224/652/render14io.th.jpg
http://img233.imageshack.us/img233/2162/render25io.th.jpg

Cant wait for that unwrappiung tut!

Thanks for thinking of us newbs!!! :smiley:

Well, I’m just posting a few pics so you can kindda’ see where I’m at. :wink:

Thanks again.

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fmkguy- Nice stuff :slight_smile: and welcome

vidar_nelson - Looking good, the only thing is the front fins the round thing you got there isnt there, its just the fins. Im pretty sure :wink:

Ok here it is, the unwraping tute :slight_smile:

Basicly unwrapping is just taking your 3d m0del and remaking it flat, so that textures can be slapped on. The problem is this takes quite a while, depending on the m0del you are doing. Once you start unwrapping larger and more complicated things your job gets harder and harder. So one rule I try to keep is not to make one mesh too complicated, as it will most likely result in distortion. Thats one reason why the one mesh m0dels needed working on. So if you followed my advice you should have 4 seperate fins in the back and 4 seperate fins in the front, a main body and a couple different segments, as the body.

So pretty much everything on this m0del is fairly simple and shouldnt really be a problem to unwrap, so lets get to it!

Ok so to start split your main window in 2 (if you work in only one window) and change the right window to the uv editor. I prefer the right side as my uv editor but its up to you where you want it.

http://img.photobucket.com/albums/v112/slinkysmeagol/ba55a4af.jpg

Ok now to actually unwrapping the m0del. The way blender unwraps is with this lovely little thing called LSCM. How it works is you select edges and mark them as a seam, then you press U and choose LSCM. So hide everything but the main body of you missile. If you have it seperated into segments just choose one and hide everything but that.

Now we need to decide where to put the seams, this might take some time on some m0dels but for our m0del it is fairly easy, since it is a cylender. When you are placing seams try to choose a place where it wont be seen as much. I chose the bottom of the missile (cylender), since you wont see that in the renders at all. The best way I have found to do the ends of the cylenders is to take, the edges right before it goes flat…yeah a picture would help :stuck_out_tongue:

http://img.photobucket.com/albums/v112/slinkysmeagol/44c58144.jpg

For those of you that extruded the rear in, just treat that like it wasnt going in, keep the seem you cut on the bottom going until you hit the end and then do the same as youdid for the front of it. Here is a pic…

http://img.photobucket.com/albums/v112/slinkysmeagol/8e43f4f7.jpg

By doing this you will create a flat rectangle and two circles…but to get this go into face edit mode “f” then select the part you just put the seams on and press “u” then LSCM and your set :slight_smile: You are going to want to scale and move the UV’s until they are straight, and then scale the main “rectangle” (unwrapped cylinder) so that it is as big as it can go without going out of the light grey area. Here is a picture of my UV’s…I will show how I did the fins in the next post. We will not be using LSCM for those, just to show you another way of doing it, at least when its a flat shape, such as the fin.

http://img.photobucket.com/albums/v112/slinkysmeagol/c06f7aed.jpg

hopefully that made sense… :-? If not tell me what is un-understood and I can explain more :slight_smile:

yeah you’re right, it’s my reference image that’s wrong.

This one is good tought:

It’s good to know what you are actually modeling :smiley:

Thanks for the tute!

sorry for causing the panic over the tri’s

my added texture pic
Note: although i done the main tube and the end cap ok all the other bits just came into uv window in a jumbled mess so i cheated for know by scaleing them down and put them on a similar colour area.

Hello, I am new to blender, and i saw this thread, so i thought i might as well start here :smiley:

here is what i got so far, I am having troubles with the smoothing, i seem to be getting those hard edges, and i dont know how to fix them, can you please help me?

(oh and also, how do you show the picture, directly in the thread?)

http://img214.imageshack.us/img214/3663/hellfiremissile19rw.th.png

and the wires

http://img214.imageshack.us/img214/166/hellfiremissile22up.png

So i was wondering, how did you get the fins base small, without gettign the results i am getting?

any help is great :expressionless:

1337sauce - Hello welcome to blender . I think you loosing the smoothness because your moving some of the verticies that make up the body edges to make the fins thinner. what u need to do is model the fins as seperate items, then altering them will not effect the shape of the tube body.

ohh, so make the body, a seperate object, than the fins? very smart, and then i guess i parent the fins to the body, so when i move the body, it moves the fins too?, making it easier to put in a scene?

Hazza no prob man you were just wondering :)…your texture looks good and the unwrap seems to be good, dont see any distortion on there! I have to find where I saved it but there is a test map that I gots from somehwere to make sure there is no distortion.

1337sauce - do what hazza said, and just so you guys know you dont have to parent the fins to the main body. You can join them to the same mesh, but they arent attached to the body. So heres how ya do it :stuck_out_tongue: You select the fins then the body, and press ctrl-j and then enter, and its done. Its not actually attached to the body its just a part of it…but not the same element…Also use photobucket…much better and it gives you the code so you can make it on the page not a link.

What button do you push to make the seams, sorry if this is stuped, the last time I tried uv mapping was six months ago.

Ctrl + e -> mark seams

Here is my missile, No textures yet but I think it turned out pretty good what do you think? Something about the proportions keeps bugging me though. The hellfire missile pics and diagrams i found showed a transparent top so how does that look?

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