| 12-09-2003, 01:41 PM | #1 |
I write this tutorial because i was new once and didnt have a clue wtf to do so i hope this helps alot of peeps .This tutorial covers every inch on making a model and animating it IF U FIND ANY ERRORS OR NEED HELP WITH ANYTHING EMAIL ME AT [email protected] alos visit me site http://wc3-modelling.cjb.net/ |
| 12-09-2003, 09:45 PM | #2 |
looks very comprehensize, well done :D |
| 12-10-2003, 11:11 AM | #3 |
good job realy! but can u make a texture tutorial especialy for milkshape too? i use lithunwrap for uvw mapping but the koordinates goes somewhere lost and i dont know why |
| 12-10-2003, 09:51 PM | #4 |
yeah, that would be helpful for some ppl, I have done a tut on UVW Unwrapping for 3dsMax but one for lithunwrap would be a great addition :D btw, nice tut:foot: |
| 12-11-2003, 01:18 PM | #5 |
Ummmmm i might make a more detailed milshape uv maping tutorial but i dont understand whats wrong with the other 1 do u just not know what ure doing? |
| 12-11-2003, 08:00 PM | #6 |
i make all like u wrote in your tutorial (only theskinning part) but i dont know why i must use a texture from warcraft and must copy in my texture? arent the coordinates on the bmp i saved from lithium unwrap? everytime i make a texture i bring model into map with tecture but the texture coordinates ahs been lost all the time. i tried it with a very simple model ( a box ) too! this i the next step i wanna reach only to brin my models textured into the map! all my models are buildings! now the next step how can i add a build and a death animation birth : a cast ore something that looks good ( not the normal building birth from the humans or so) Death: a fat explosion and how can i attach flames to a attacked building with 50% hp? questions over questions i know but i hope u can help me! |
| 12-11-2003, 08:45 PM | #7 |
I'm not so experienced with milkshape but i have heard that uv's get very easily screwed up when using it to unwrap. |
| 12-13-2003, 02:31 PM | #8 |
i seriously dont know what your doing wrong .The reason you copy over a wc3 previous texture is because the texture size that unwrap expotrs is nnot the right size in wc3 so thats probably why your uvs are getting screwed up....ps if your post your model and its bmp ill be happy to fix it up ...plz zip it plus 1 more thing the uv co ordinates are in the model not the texture the bmp is simply the colours on the model |
| 12-13-2003, 02:46 PM | #9 |
At the moment Im really busy writing tutorials and making maps and **** so i might be a little slow with anyting + IM LOOKIN FOR A TEAM TO PUT TOGETHER A MATRIX MAP (if u want to help email me and well discuss furture +u must know how to model and use worleditor AIM_MAP NEARLY FINISHED 85% DONE |
| 12-13-2003, 03:24 PM | #10 |
i love to work with milkshape i will send u my model and my texture but i need your e-mail addy hope u can help me so i will help u ^^ |
| 12-13-2003, 03:55 PM | #11 |
Shure man its [email protected] just add me im always on also dont put your models on here because about 1000 peeople will download it just send it to me through hotmail over if your online from msn (PS ANYONE ELSE OUT THERE INTRESTED IM MAKING A MATRIX MAP ive already made a custom loadin screen (HAVENT SEEN ANY LIKE THIS AROUND MUCH) |
| 12-14-2003, 01:17 AM | #12 |
Nice Tutorial u got there mon, I should know, since I am an animator :D |
| 01-11-2004, 04:59 AM | #13 |
The tutorial is dling now, so I haven't had a chance to look at it yet, but does it explain how to import .mdx files into Milkshape? Mine glitches everytime I try... |
| 01-11-2004, 07:13 AM | #14 |
umm the onyl way i know how to get .mdx back into another format is inport it through 3ds max or use biturn to convert it to some oter format .3ds for eg..but the onyl good way is to import it into 3ds max because it keeps the uv co ordianted intact i included the script below |
