[QUOTE=nVidia;36414217]You just need to have dynamic and static batching enabled. Batchable objects must have the same geometry and material and also quite a low vertex count.
I had thousands of drawcalls when I just changed instance color, but then i just made materials with different colors and used them instead and now I have about 80 drawcalls.[/QUOTE]
Wait, why would you actually use Radeon? CUDA is widely accepted for rendering programs, OpenCL less so...
[url]https://dl.dropbox.com/u/3975474/unitytest3.JPG[/url]
Woops, did I just build a house? :v:
Also it seems the thumb tags are not working so imma just link it.
Dynamic shadows sure adds a lot of drawcalls...
Anyone know a easy way to animate a car? Like a plugin or something?
ok so I just modeled out a space ship not if I want to put in a game what do I do?
export or compile it depending on what game u want to put it in
[IMG]http://i.imgur.com/b4S9Y.png[/IMG]
still WIP the subdivide and smoothing I prob won't keep.
[QUOTE=nemmises5;36420467][IMG]http://i.imgur.com/b4S9Y.png[/IMG]
still WIP the subdivide and smoothing I prob won't keep.[/QUOTE]
If you're putting it in a game engine, then yeah, no subdividing. What game engine do you want to export to?
I'm going to try unity
Unity's a great program that's getting better and better, also floating islands done in a game I'm working on in unity
[img]https://dl.dropbox.com/u/26976530/a/SplitScreen.png[/img]
[QUOTE=nemmises5;36421455]I'm going to try unity[/QUOTE]
Oh Unity is easy-peasy. If I remember correctly, can't you just save the .blend file and it'll take it? If not, just export an OBJ.
[QUOTE=Dr. Evilcop;36421568]Oh Unity is easy-peasy. If I remember correctly, can't you jsut save the .blend file and it'll take it? If not, just export an OBJ.[/QUOTE]
I'm not too sure about .blend files, but it auto converts 3ds max files to .fbx
[IMG]http://i.imgur.com/BgA6v.png[/IMG] a quick render, added some detail. however I am having issues with it not letting me add loop cuts to certain part of the ship, I tried subdividing some of the faces but I can't do that either.
[QUOTE=nemmises5;36421618][IMG]http://i.imgur.com/BgA6v.png[/IMG] a quick render, added some detail. however I am having issues with it not letting me add loop cuts to certain part of the ship, I tried subdividing some of the faces but I can't do that either.[/QUOTE]
Are you using Blender? If so, just press K.
I made the shoelaces look folded over where they go through the holes and did some tweaking to materials.
I wanted to go in mudbox and do the stitching and bulging but mudbox only works with amd and nvidia gpu sadly :( I was assuming it would work with mine since it worked with the integrated AMD on my last computer. Oh well..
[img]http://img404.imageshack.us/img404/4649/yay2x.png[/img]
[QUOTE=Dippeggs;36418863]Anyone know a easy way to animate a car? Like a plugin or something?[/QUOTE]
If you're using max, then craft director or mad car.
[QUOTE=Dippeggs;36418863]Anyone know a easy way to animate a car? Like a plugin or something?[/QUOTE]
Splines :)
Path constrain.
[t]https://dl.dropbox.com/u/22565769/amy_wip1.png[/t]
I'm so bored.
Hey guys, I am new to the world of 3D modelling and I would love some help. No beginners guide i went through really explained this sort of thing, so please excuse me if it is bleedingly obvious or simple.
[IMG]http://puu.sh/Cxcp[/IMG]
I want to kind of thicken that area out, so it is not just as thin as paper. In blender (which I used for a tiny bit earlier) I would just use the solidify modifier but I can find no such thing in 3DSMAX2011. If I am being to vague, please say so. Sorry if there is a very simple way around this, I am new.
If you just want to make it hollow, try the shell modifier.
And if you want to connect those inset bits to the rest of the cylinder, try extrude and weld tools.
I tryed to one up a guy who posted on Gamebanana for what ever reason.
[IMG]http://images.gamebanana.com/img/ss/skins/80416c.jpg[/IMG]
and mine
[IMG]http://25.media.tumblr.com/tumblr_m5yk3ptG7A1r6xotxo1_r1_1280.jpg[/IMG]
A jigglebone chain would be nice.
[QUOTE=PLing;36422643]If you just want to make it hollow, try the shell modifier.
And if you want to connect those inset bits to the rest of the cylinder, try extrude and weld tools.[/QUOTE]
Perfect, thanks!
[QUOTE=TonyP;36422788]A jigglebone chain would be nice.[/QUOTE]
Would love to but not only am I completely shit at jigglebones but I also think that would push the poly count (unless I did it with planes) way over the edge.
You could do it with either 30 polygons with plans or 200 polygons with cubey chain links.
I'm just posting here to say that all the things you guys make are awesome.
Just finished my second model!(my first was for TF2). It's supposed to be the light digger from Cortex Command.
[IMG]http://puu.sh/CxXE[/IMG]
[IMG]http://wiki.datarealms.com/images/0/00/Ldigger.png[/IMG]
The model looks really, meh. I hope everyone is this bad when they start :v:
Anything I should add to the model before i start UVW Unwrapping/Texturing?
Does anybody have any good tutorials on UVW Unwrapping/Texturing?
Is that your second model ever? It's really nice for a start! You seem to have forgotten the ironsight though.
[QUOTE=TonyP;36423458]Is that your second model ever? It's really nice for a start! You seem to have forgotten the ironsight though.[/QUOTE]
Oh yeah, I'll add the iron sights tomorrow.
As for your question, it is my third model altogether (first was completely unfinished, had no effort and was done in blender) and my second model in 3DSMAX. I figured because I basically had to re-learn everything, I could count this as my second model.
Thanks for the reply!
[QUOTE=MaroonMak;36423413]Just finished my second model!(my first was for TF2). It's supposed to be the light digger from Cortex Command.
[IMG]http://puu.sh/CxXE[/IMG]
[IMG]http://wiki.datarealms.com/images/0/00/Ldigger.png[/IMG]
The model looks really, meh. I hope everyone is this bad when they start :v:
Anything I should add to the model before i start UVW Unwrapping/Texturing?
Does anybody have any good tutorials on UVW Unwrapping/Texturing?[/QUOTE]
Completely off topic but Cortex command was/is awesome as hell, haven't felt that much ability to do what I wanted since Deus ex. Can't wait to see it finished!
[QUOTE=Quinnjdq;36428966]Completely off topic but Cortex command was/is awesome as hell, haven't felt that much ability to do what I wanted since Deus ex. Can't wait to see it finished![/QUOTE]
Ha... Ha ha... That would be funny, if it weren't so sad and naive.
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