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View Full Version : How To Make Walls In Zmodeller?


d3boy2002
18 December 07, 22:58
HI!

I wanted to make walls for my track in ZModeler, but I don't really know what to do. Can't I just take stuff from the game and use it? or something? or do I have to create a wall, then copy/paste it a thousand times around the track?

thanks!

analogkid66
20 December 07, 18:42
Ive never used Zmodeller, but i would have a go at extruding the Edges from around your track upwards, thats how i would do it in 3DS Max.

I presume you can select the faces and then give them mapping co-Ordinates like you can in max?

Keep us posted!

d3boy2002
24 December 07, 23:41
aw. What if I used splines? do I have to start over?

analogkid66
26 December 07, 19:54
If its like Max you could create splines then loft a shape along them, that would work well!

DerDumeklemmer
26 February 08, 13:33
Hi Analogkid66,

Ive never used Zmodeller, but i would have a go at extruding the Edges from around your track upwards, thats how i would do it in 3DS Max.

I presume you can select the faces and then give them mapping co-Ordinates like you can in max?


UV-Mapping IN ZMOD2 is vertex-based, so the faces needs to be detached from the object for mapping ....

I tried to create some tirewalls for Machwerk67 in ZMOD and it doves me nuts..

Hehe, that's IMHO one of the main probs with ZMOD2 and the reason why I turned from ZMOD to Blender now (since I'm not willing to pay the price of MAX for hobby usage).

With Blender it is so comfortable to do...simply select all outer edges by pressing 'alt' and clicking one of the outer edges, press "e" (for extrude), then "z" (for z-dirction only), scale the z-dimension with the mouse until you like it and the geometry is ready.
Do the mapping by selcting the first new face, choose the right material (trees), press "u" choose reset and the texture will fit to the first quadface.

Now select all new faces and make sure the ready mapped one is selected last. Then press "u", choose "follow active (quads)" and all the faces will be mapped following the first one.

For example: Width of face1 = 20pixel, width of face 2,3 =10 pixel, this means the texture of face1 will be scaled automatic over the two faces face2+face3 instead of haveing the texture two times on each of the faces 2+3, uff not easy for me to explain in English....but I love this function .-)

...and this is only ONE single of all these nice Blender functions, hehe.

I guess it would be impossible for me to create the Machwerk-Infield with ZMOD, but with Blender I did it within a few hours...

So maybe you should give Blender a try.....it's free of charge...
I'm looking forward to discover more and more impressive functions of this great package for myself.

cheers,
Uwe

Smuckers
4 March 08, 21:44
try gmax. its the same as 3ds max but free and alot less powerfull

banger
8 April 08, 02:16
try blender, it free and it alot better than zmod. max is professional but can be dauting to get into.i have max and zmod, and they just gather dust,has it too annoying to do simple things,

www.blender.org (http://www.blender.org).