I'm in!
Made a start on my 'Cambodian death box'
[img_thumb]http://geoffballington.com/showcase/cambodia1.png[/img_thumb]
Sweet, you can judge along with me then, Domino. Great. And thanks for offering the R.U.S.E key, Djessey. Hope you'll find it! I'll edit the contestant list.
People are entering with things they made prior to the contest when it's against the rules.
yeah, I'd have thought you should be making the model from scratch under a time limit, Isn't that the point of the deadline?
I don't see why not. It's not like I took 5 months to make the cabinet and had extra time.
[QUOTE=Kybalt;34971194]yeah id say this def counts. its way high poly though, but im assuming you know that.[/QUOTE]
no worries im going to bake it down to a lower poly one later
[img]http://media.moddb.com/images/members/1/96/95390/screenshot1.1.jpg[/img]
it's like ~2800 tris right now , is that still too high poly?
[QUOTE=gothiclampshade;34977900]yeah, I'd have thought you should be making the model from scratch under a time limit, Isn't that the point of the deadline?[/QUOTE]
We should add a rule.
Your new must be a new creation, not an existing project.
I made a barrel earlier that was 2800 tris. And it wasn't nearly as detailed as that thing.
The whole 'low-poly' thing simply means that you should avoid using polys where they are not needed. If they don't change anything significant about the silhouette of the object, avoid using them, that's all. There isn't a strict limit, but you will be judged on how optimized your object is. If you have a lot of polys, but all of them are important, and well placed, there is no issue.
did a test bake to see how it would look, it came out sweet
[img]http://media.moddb.com/images/members/1/96/95390/screenshot1.1.png[/img]
there are errors though and i will have to fix that
[t]http://filesmelt.com/dl/oldwoodenchest.jpg[/t]
Second day of playing around with Maya. I'm going to try to make an old wooden chest thingy.
To be honest though, I'm not sure I really like Maya 3D. I'm so used to Milkshape 3D's vertex creating and stuff and simplicity. Maya feels really complex and I have a hard time finding some of the simplest things.
But I guess I'm making progress considering that this is the second time I've even opened the program. I played around for about an hour and was able to make one side of my chest.
That looks pretty ballin man. Now give it some really clean space age texturing! :)
[QUOTE=cocknugget;35002908]That looks pretty ballin man. Now give it some really clean space age texturing! :)[/QUOTE]
Well I spent like 20 minutes trying to figure out how to create a UV map or whatever for it. I decided that it's best if I wait until tomorrow when I have more time to look up how to do that :v:
Use the Roadkill plugin for maya, it makes UV mapping much easier.
For containing Pokèmon.
[IMG]http://i1164.photobucket.com/albums/q570/manimation/Pokemon.jpg[/IMG]
started work on my entry~
Maya 3D can suddenly go die in a fire.
I made my model and everything, and I decided I'd try to get it into Gmod. I got it compiled and everything but when I spawn it in-game, it just shows that little green circle as if it were just an effect, and the actual model is invisible.
I then come to find out that all it made were bones, and not the actual model. I think I'll switch over to 3ds max and see how that works...
[url]http://wallworm.com/projects/utilities/wallworm_model_tools.html[/url]
for 3ds max to source conversion
it's pretty sweet and straightforward
Well I exported it to a .obj file and then loaded it up in Milkshape 3d.
Here's how it turned out :v:
[t]http://filesmelt.com/dl/gm_construct0000100.jpg[/t]
Just have to scale it up and fix the texture on it.
[editline]6th March 2012[/editline]
I can't seem to figure out how to fix this collision model thingy...
Objects won't go inside my container.
[t]http://filesmelt.com/dl/gm_construct000274.jpg[/t]
Collision geometry must be convex. Make a separate collision mesh.
[editline]6th March 2012[/editline]
Also I don't know why of all engines to show off a beauty render of an object you would pick Source. Marmoset, UDK, Cryengine, etc. would all look nicer and be easier to implement.
[QUOTE=DOG-GY;35019309]Collision geometry must be convex. Make a separate collision mesh.
[editline]6th March 2012[/editline]
Also I don't know why of all engines to show off a beauty render of an object you would pick Source. Marmoset, UDK, Cryengine, etc. would all look nicer and be easier to implement.[/QUOTE]
I do agree with you, but maybe he doesn't know UDK or Cryengine? :P
Maybe he knows Source enough to use it? :)
but not how to do collision geo?
i doubt that :I
To be fair, I think CryEngine 3 automatically does collision detection on convex meshes. I may be wrong, but in my experience I didn't have to do anything but export the mesh.
Also, put me down as a contestant. I might not finish, but what the hell, I need practice.
both cryengine and udk can do collision from the original model
Does it have to be an original idea? I was thinking about doing one of the chests from Borderlands, or something similar that opens up in a branching motion. Something futuristic I 'spose.
In UDK, exporting a custom collision mesh is incredibly easy. Just make a second model out of simple boxes. Place it so that it matches your mesh, and give it the same name as your mesh, with UCX_ in front of it. Select both, export selected to .fbx, and done.
[QUOTE=Juniez;35020769]both cryengine and udk can do collision from the original model[/QUOTE]
Yes but at least UDK has a hard time making anything concave. Exporting several boxes as a unified collision model is the only reasonable way to achieve that.
or you can tick the box that says "enable per poly collision"
[QUOTE=Juniez;35026769]or you can tick the box that says "enable per poly collision"[/QUOTE]
Which, with complex meshes, is quite expensive I believe.
its a crate
Sorry, you need to Log In to post a reply to this thread.