***MODELS and SKINS HELP/QUESTION THREAD***

Post about creating and skinning models here
Boblob801
Posts: 3998
Joined: Mon Nov 16, 2009 4:59 am
Team: <3 Andy
Location: New Zealand
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Boblob801 »

Could you please show us an example of your issue.
Hi
p2sta
Posts: 3281
Joined: Fri Jul 30, 2010 7:08 am
Location: Czech Republic
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by p2sta »

by default the UVW editor shows just whats currently selected, so you may just have the brace selected and can't see the body on the uvw...don't see a reason why it would remove the unwrapping from the body
Ohagan75
Posts: 3777
Joined: Mon Jan 23, 2012 3:17 am
Team: Prime Design GFX
Location: Australia
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Ohagan75 »

Yeah i'll upload a gyazo when i'm back on my pc stevo. I have both selected though p2sta, that's the part that is confusing me. If I select just the entire rider after I have joined the objects all the shows up in the uv window is a single vertex on the bottom left of the screen. It's weird.
Image
Donate if you like My Creations
Ohagan75
Posts: 3777
Joined: Mon Jan 23, 2012 3:17 am
Team: Prime Design GFX
Location: Australia
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Ohagan75 »

Ok big pictures but whatever. The brace is a separate model and has a working UV, just moved off the space as i thought that may have been an issue with it. Image The rider body also has a working UV map. Image However when i try and join them this is what happens Image And that is the UV for the rider down the very bottom left. It's really confusing
Image
Donate if you like My Creations
Ohagan75
Posts: 3777
Joined: Mon Jan 23, 2012 3:17 am
Team: Prime Design GFX
Location: Australia
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Ohagan75 »

I googled the problem and apparently it is a bug when trying to join two objects with different UVs in 2.69. You have to rename the two Uvs so they aren't the same
Image
Donate if you like My Creations
p2sta
Posts: 3281
Joined: Fri Jul 30, 2010 7:08 am
Location: Czech Republic
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by p2sta »

good you figured it out. I'm still running the old Blender and never had this problem :)
iNoScope
Posts: 1292
Joined: Wed Jul 24, 2013 12:10 am
Location: Ontario, Canada

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by iNoScope »

Does anyone have a collision file for a bike stand? I want to put one on my compound.
Image
Boblob801
Posts: 3998
Joined: Mon Nov 16, 2009 4:59 am
Team: <3 Andy
Location: New Zealand
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Boblob801 »

iNoScope wrote:Does anyone have a collision file for a bike stand? I want to put one on my compound.
Make one?
http://forum.mxsimulator.com/viewtopic.php?f=11&t=26078
Hi
Roost316
Posts: 32
Joined: Wed Dec 18, 2013 12:19 am
Location: Houston, Texas

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Roost316 »

Anyone know if i can get on a graphic site and make my own graphic design and copy and paste the image to a template? I really want to start skinning.
Bryce Schaner #316
Scotty226
Posts: 2225
Joined: Wed Feb 29, 2012 7:28 am
Team: Crisp Graphics
Location: Sydney

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Scotty226 »

Roost316 wrote:Anyone know if i can get on a graphic site and make my own graphic design and copy and paste the image to a template? I really want to start skinning.
lol that is NOT how you do it.
There are some really good tutorials HERE about how to 'skin'. Look for the ones by Boblob801, they're the best imo
Image
0 | 1 | 0 | 4
2014 Loretta Lynns 250 Pro Sport 2nd
Roost316
Posts: 32
Joined: Wed Dec 18, 2013 12:19 am
Location: Houston, Texas

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Roost316 »

Scotty226 wrote:
Roost316 wrote:Anyone know if i can get on a graphic site and make my own graphic design and copy and paste the image to a template? I really want to start skinning.
lol that is NOT how you do it.
There are some really good tutorials HERE about how to 'skin'. Look for the ones by Boblob801, they're the best imo

Alright will do! Thanks!
Bryce Schaner #316
pablius
Posts: 178
Joined: Sun Jan 08, 2012 12:58 pm
Team: MXSimSpain
Location: Spain

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by pablius »

Hi guys, I have a problem when I'm going to make the .saf file of my team bikes and gear.

I have all the png and jm, named correctly because they work in-game. But when I make the .saf file, they don't work. I've named the normal and specular maps with the "new method" I've seen 2 pag before, for example kxf450-MXTotal_norm (or _spec) and all the png of each bike. They work without saf, so I think it's well done.

Is the problem with the .saf creator????

Thank you guys :wink:
2014: 11º MXSoN SPAIN - 8º MX1
2013: 10º MXSoN SPAIN - 6º MX3
2013: 1º Amateur World GP Series - Open
2012: 10º MXSoN SPAIN - 11º MX1

Image
p2sta
Posts: 3281
Joined: Fri Jul 30, 2010 7:08 am
Location: Czech Republic
Contact:

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by p2sta »

when making the saf make sure the box next to "strip selected folder from path" is checked
pablius
Posts: 178
Joined: Sun Jan 08, 2012 12:58 pm
Team: MXSimSpain
Location: Spain

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by pablius »

p2sta wrote:when making the saf make sure the box next to "strip selected folder from path" is checked
Stupid problems, easy solutions... :oops: :oops: I had never noticed that option...one more thing I've learnt today before sleep :lol:

Thank you very much Piista :wink:
2014: 11º MXSoN SPAIN - 8º MX1
2013: 10º MXSoN SPAIN - 6º MX3
2013: 1º Amateur World GP Series - Open
2012: 10º MXSoN SPAIN - 11º MX1

Image
Kording
Posts: 1334
Joined: Sun Nov 08, 2009 12:53 pm
Team: Privateer
Location: Germany

Re: ***MODELS and SKINS HELP/QUESTION THREAD***

Post by Kording »

I am having trouble baking a proper chain for my bike model. Actualy I dont know how to unwrapp it. I made a tileable texture though which is looking ...ok. So my question is: How do you unwrapp the chain so its not taking up half the texture space? Or is there a way to attach the chain as a seperate model with a seperate UV layout?

Here is what I got with the tileable textures.
Image
Tennis, Basketball and Baseball all requires one ball
Motocross requires two!
Post Reply