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S-22

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由 S-22 发表的全部内容

  1. S-22 回复 S-22 的 主题 于 硝烟里的年华
    What do oyu mean by spine? Wheres the cone tool?
  2. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Is it really? Not every living creature can see colours
  3. S-22 回复 S-22 的 主题 于 硝烟里的年华
    why is the sky blue?
  4. S-22 回复 S-22 的 主题 于 硝烟里的年华
    LightRay3D Forum Index -> Models & Artwork Search for Ak47 and m16 http://www.sxcreations.com/phpBB2/viewforum.php?f=15
  5. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Where is models/Artwork - AK47?
  6. S-22 回复 S-22 的 主题 于 硝烟里的年华
    I made it for MOHaa.I just rendered and used it as a background image to trace the shape of the stock. Can find the model in Models/Artwork - AK47.
  7. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Where did you get that gun to use in LR3D?
  8. S-22 回复 S-22 的 主题 于 硝烟里的年华
    http://www.sxcreations.com/lightray3d.htm Get in 'Download' page and download lr3d134.It's about 1.8 MB.
  9. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Where do I get LR3D?
  10. S-22 发表 1 个主题 于 硝烟里的年华
    This is not a "Create a weapon model step by step" tutorial but will help you start modelling weapons and other 3D models using simple techniques. General: ------------- There are many methods and objects used to create a model. Some easier some more difficult. First must know how to create objects in LR3D and how to edit them. If you're a n00b first view some tutorials regarding LR3D environment and expiriment(create,modify objects). Also must understand 3D graphics terminology(if you dont know what a vertex is then must educate yourself first.Search the web for 3D graphics related sites/pages). 3D Games Modeling: ------------------------ 3D games modeling is different than other kind of modeling(i,e tv commercials,movies fx etc.). A movie can have a scene consisted of hi-poly models(thousands of triangles or more) rendered in seconds or minutes(or even hours-older times) using high-end machines.Calculations performed for each frame take considerable amount of time. In 3d games all calcs must be performed in real time by an average PC/3dgraphics card several times per second(fps). Therefore: ------------ Models must be low-poly to minimize these calculations. Dont create details that can be achieved using a good texture(image). For instance, is this "tiny bolt" worth modeling(adding more triangles) or should it be drawn in the texture instead? I have seen many models here and there that have so many details that could be easily represented in the texture without any visual difference. Start with the biggest parts of the model and add details later(if needed). Delete triangles that wont be visible. Modeling a weapon: -------------------------- Methods/Object types: -------------------------- Depending on the model and program used: Polygonal modeling using primitives(cube,sphere,cylinder etc.), editing triang les/vertices(move,rotate,scale). Spline: 2d shape extruded to mesh. Use an image as a guide: -------------------------- You can have an image as a guide to trace the weapon's shape. There are three ways to do this in LR3D: 1)Use the environment image(view pan,rotate,zoom action wont have any effect on image.it will always be still). 2)Use the background image(image is rotated,zoomed,moved). 3)Create a Plane primitive,load the image in a material and set material to plane. *I use an image of an existing 3d model rendered in LR3D. *SEE TUTORIALS ON HOW TO LOAD A BKGND IMAGE Let's start with the stock. --------------------------- A) Use a cylinder or box and edit vertices(cylinder is better if we want its sides to look curved). Use an spline and extrude it. A) Use Primitives(cylinder) ---------------------------- 1)Create a cylinder and move,rotate,scale it so that it's aligned(rotated,sized) to image's stock in Front view(see image below). Cylinder Sides:12 Segs:6 - you can have as many as you want but remember to keep triangle count low. 2)Edit cylinder and shape it by moving,rotating scaling vertices. NOTE: scale vertices in local coordinates system Z axis so that vertices wont be scaled in X,Y axes. 3) Last, scale vertices in Top View to properly size the sides of the cylinder. 4)Fini Now, you can continue creating other parts using primitives. i.e cylinder for the barrel, box for the clip etc. This method is about editing vertices and can be applied in any modeling application. Use splines(shape object in LR3D). --------------------- ---------------------- I wont explain here what an spline is, only how you can use it in this tutorial. 1) Create a shape object by tracing the shape of the stock in Front view. Each click in the view is an extra point in the line.In order to close the shape click the last point over the first one OR right click and press Yes when asked to close the shape(ver >=1.3.4). 2)Extruding shape. Go to Modify/EditShape dialog and scroll down to find the Extrude To Mesh section. Set an extrude value(doesn't matter how big, we can scale it later) and number of segments(wrongly typed sections). Press Extrude button to create a mesh out of shape. A dialog will ask if you want the shape object deleted. You can keep it and try extruding again if mesh needs more segments(sections) . Here's the mesh(extruded shape): It looks 'boxy' so we must make it smoother. Select mesh and go to Modify/EditMesh dialog. Get in Edit Vertex mode (press Vertex button) and select middle section vertices. Scale them vertically(Front View, Z world axis, Local coords system). You can also select and move verts instead of scaling 'em. Now, you can continue creating other parts using shape objects.
  11. S-22 发表 1 个主题 于 硝烟里的年华
    I would like to add some findings to the tutorial "Creating collision for a Static Mesh" that came with the Spearhead LDK (SDK)! I followed the tutorial the whole way but I couldn't get it to work, this is what I did to make it work. 1) Follow the tutorial step 1-5 but make sure you put the model over the coords 0,0,0 when you start making your collision mask and turn all your clip brushes into detail brushes, the tutorial didn't mention this but when I did it like this it finaly worked. 2) Alternative way to save the collision map! Don't do as EA says, don't delete the actual model. If you keep the model you can use the menu file-save static model, if you use this option it will save the collision map file directly in the same folder as the models tik file. Note: to make this work the models must be in the "static" folder of mohradiant (the quaked statment in the tik must start with static_), after that you can create any subfolders you want. (Note: if you have a custom mod folder set in the project settings for mohradiant it will try and save the file to custom\models\......., if you leave it empty or set it to main it saves it correctly main\models\.......)
  12. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Here's my weapon from scratch tutorial: http://alternation.mohfiles.com/phpBB/viewtopic.php?t=7
  13. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Thanks for the help mr Jingles, I ahve photoshop and i want to know how to make a signature like Red Dragon he didn't do that on Photoshop Surely. Thanks Kind Regard RailwayChildrenPeter
  14. S-22 回复 S-22 的 主题 于 硝烟里的年华
    I don't see any c () o l sigs in here, but most people use PhotoShop.
  15. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Hi all, I know this is nothing to do with the subject but what program did you use to make your C () o L Signatures????????????????? Plz Helpppp Thanks Kind Regards
  16. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Somebody can show me a MP5-N model? but only model not skinned here ya go ...... plenty to choose from ....... How do u impor an image onto lightray? check out these forums for all your mohaa lightray questions or answers hope that helps fella's
  17. S-22 回复 S-22 的 主题 于 硝烟里的年华
    u create a plane and, iveforgotten how, u attach a texture to it
  18. S-22 回复 S-22 的 主题 于 硝烟里的年华
    How do you impor an image onto lightray?
  19. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Heres an easy sample how to make fire animation in LR. There is a sticky in tutorials section how to deal with animating bar and editing menu.
  20. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Shouldn't this thread be merged with Storm's Modeling Tutorials sticky? We don't really need two of the same.
  21. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Any tuts on animating in lightray out there? Also can I sucsesfully do an animation in milkshape and export it to lightray and from lightray to skc? Thanks.
  22. S-22 回复 S-22 的 主题 于 硝烟里的年华
    I found yet another tutorial. It uses 3ds max 4, and you will be creating a gun similar to the m16. http://psychokillax.tripod.com/html/weaponmodeling.html SniperMatt
  23. S-22 回复 S-22 的 主题 于 硝烟里的年华
    Here is a tutorial aimed for the beginner in us all. It is for Milkshape 3d, and it is very very basic. n00b material here. http://www.geocities.com/trebs_page/tut1.html This is a pic of what I came out with my first time I ever made a model. It is the P88 Pistol in that exact tut, but of course, I had to take it a step further, in 3ds max 4.
  24. S-22 回复 S-22 的 主题 于 硝烟里的年华
    handgun tutorial this is aimed for beginners who know nothing about polygon modelling in 3dsmax beratta basics for the lightwave heads outthere
  25. S-22 发表 1 个主题 于 硝烟里的年华
    Promethias has just started a tutorial on modelling weapons from scratch. Weapon Modelling From Scratch This tutorial is aimed @ LR3D

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