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Request - Help finishing a Blender Model


DreadWolf

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Hello,

 

I am having a extremely difficult time making a UV map for a model I made in Blender, and it has come to the point where I am about to just scrap the model and stop trying because of the difficulty with the UV mapping process. So as a last resort I am posting for help. What I am looking for is someone who is willing to finish the model I started. Basically is needs a UV map, textured and turned into a .Nif that can be used in FO3.

 

This model is my first (and seemingly going to be the last) model I have ever made and though I would like to see it though to the end, after 2 and a half weeks and 100s of attempts to UV map the rifle, I just cant stand it anymore. The only reason I keep trying is because I really, REALLY, want this weapon in FO3. I even have all the scripting needed for the weapon done in geck, just need the mesh... :(

 

So if anyone is willing to help my dream become a reality, please let me know.

 

And yes I know how sad it looks asking for such help...

 

Here is a picture of the Rifle. Its the C-10 Canister Rifle made basically off a blueprint by STGHK for a star craft mod (which i dont think ever surfaced).

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This model is my first (and seemingly going to be the last) model I have ever made and though I would like to see it though to the end, after 2 and a half weeks and 100s of attempts to UV map the rifle, I just cant stand it anymore.

Sounds like you went about it the wrong way. When learning to use a 3D modeling program, you don't start off with your desired and complicated end-result as your 1st model.

 

When learning to model, you need to start off learning the basics on very basic objects that you won't care to toss into the trash when you are done. Frustration can build up if you are trying too hard to get a desired result before you are ready.

 

One of the things I have learned from doing UV Maps (I'm no expert BTW), is that you start with the basic low-res model (via box-modeling) and when you have the very basic shape done, create the UV Map for it then while it is easy to do. Then go back and add extra geometry and/or subsurf. Trying to UV Map a finished model is quite difficult as you have started to figure out.

 

Another great thing to keep in mind while modeling is to create the model as if you were doing so in the real world. If you are building an old-fashioned chair, you create a simple seat object. Then create a leg object. If you create the UV Map and THEN duplicate the leg 3 times, you only have to do the UV map once for 4 legs. Then bold them under the seat. Then create a slat, do the UV, duplicate and place. Rinse lather and repeat until all parts are assembled. Once all the low-res components are finished, then start adding geometry to increase the resolution to the desired effect (and/or use subsurf for example).

 

My advice to new modelers - Written for Oblivion modding but the same holds true for Fallout 3 as well.

 

LHammonds

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Thank you for the quick reply. I feel I must rephrase that, this isn't the first model I have done, it is the first one without tut's and such (simple person, creating a hat, modeling a wolf, ect) I did 80% of the blenders "noob-to-pro" models and uv mapping, but this is the first model without the training wheels so to speak.

 

Originally the weapon was in pieces (muzzle, silencer, stock, scope, clip, ect..) as i found it easier to build it part by part. but somewhere along the line I put them together. Now only the clip, stock and slider are apart from the whole. I also didn't think to UV map from the beginning. The Blender tuts made UV mapping easy. A cube has 6 faces.... my rifle has just under 6000. Impossible for me to UV map. heheh. All the tuts on UV mapping is just a cube or sphere, nothing more intricate.

 

My guess is I will wind up restarting the model from scratch. But with what I learned while making the model, I can cut down the face count quite a bit and achieve the same result (or close to it). Would rather find a way to UV it though.

 

Thanks again.

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Originally the weapon was in pieces (muzzle, silencer, stock, scope, clip, ect..) as i found it easier to build it part by part. but somewhere along the line I put them together.

If you did not "weld" vertices together, you can still easily separate the objects. Go into Edit Mode, unselect everything. Then move your mouse over one vertex and press L. This will highlight all verticies that are connected..e.g. all parts to the barrel. Then press P to separate it from that object into its own object. Get out of Edit Mode and then you can select and rename the separated object. Rinse, lather and repeat for all pieces. Then you can UV those individual pieces much easier. Once done, you can re-combine all objects that will share the same texture/material and push around the UVs so they fit together nicely. You can use the same technique in the UV window to grap UVs that were created from one object by pressing L to grab all verticies that are connected. :thumbsup:

 

LHammonds

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