blender HELLPPPPPPP!!!!!!!!

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onlylikenerd
Posts: 24
Joined: Fri Oct 19, 2012 8:28 pm
Team: Privateer

blender HELLPPPPPPP!!!!!!!!

Post by onlylikenerd »

I only have TWO questions... that can't seem to be answered.

1st) people told me to do ctrl+a and apply scale and rotation, and well I did that with every seperate piece(seat, left fork, right fork) and in game they were all seperate and super far from eachother! I need to know how to get the right size, you know, the right handle bar width and size and all so It doesnt look like a clown bike and i can upload it to puremxs and be greatfull about it!

2nd) Making templates/UV mapping... oh boy.. this is the biggest problem. I don't know how you guys are making those UV templates and stuff... Like ill look at a template and ill look at the frame. It shows two parts of it, the right side and the left side... what about the insides??? I dont get it.. do you guys like delete the faces and then uv it? im not sure... and would i be doing this right: lets say i just modeled the seat, i do the usual and attempt marking seams.. and i unwrap. Okay, now I model the lower fork for an example and then i unwrap that and I do it with every piece, exporting it at the same time, then exporting my .jm models? hopefully that made sense. That isnt the big issue, its the whole size thing. But yeah, i look at for instance, DJ's template. I see the frame and i only see the left side and the right side.. but when I unwrap my frame, i get every single side of the deal, the right, the left, the inside, the sides, everything.

Please help... once I get those problems solved, I will be on my way!!!!
"in baseball,football,and basketball,they supply the balls. in motocross,bring your own!!!!! no fear...."
Boblob801
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Joined: Mon Nov 16, 2009 4:59 am
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Re: blender HELLPPPPPPP!!!!!!!!

Post by Boblob801 »

1.
You have to make sure every part is in a group.
There are four groups (not including numbers) The frame, swingarm, upper and lower forks.
To make these into groups you must select what goes in each group (Kinda self explanatory) then hit ctrl+j.
Once this is done you must relocate the origins to the appropriate places.
Keep in mind this can be really tricky, I suggest you use DJ's YZF for reference.
Then you can do ctrl+a then "scale and rotation".

2.
The insides of frames are normally kept low poly because you dont see them.
Because they are low poly there's less faces and they dont require as much detail.
It can also pay to uv things over each other, try not to do this unless you know what your doing.
Mostly because you don't want flipped normals etc.
Hi
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