• Digital 3D Art v9
    6,260 replies, posted
[IMG]http://i.minus.com/iBwk1vmX98aWS.png[/IMG] Some more work done on the front :3
[QUOTE=Domino;36573743]Subdivide it, and it'll fix your problem :) The model you have now looks to be a good low-poly, although there's probably more edges you could have deleted if you wanted to make a low-poly model. BUT!! Now, subdivide it and make a high-poly!! Then bake it![/QUOTE] No it doesn't need to be subdivided to fix the "melting" thing. Remove doubles, turn ambient occlusion on, move the light to the camera side of the gun.
[t]http://dl.dropbox.com/u/18418859/Models/PT320-014.png[/t] Finished the other side of the ejection port. Now I'll try these smoothing things.
[QUOTE=Rastadogg5;36572982][del]8 hours experience, get off my case.[/del] [del](I did however, realize that would be a much better idea about 10 minutes ago, and am going to attempt to fix that :v:)[/del] Yes of course it is, what do you take me for? Here it is a smooth and pretty! [T]http://dl.dropbox.com/u/18418859/Models/pt320complete.png[/T] I think I can call this a successful first model. [sp]Help, it's melting, I don't know what to do. Oh god it's horrible.[/sp][/QUOTE] i think you have to have more than 1 smoothing group
[QUOTE=Juniez;36574011]i think you have to have more than 1 smoothing group[/QUOTE] It was just a joke to imply that I have no idea how to do smoothing. I know that's not at all the proper way. :v:
DOTA stuff. Generic mechanical bat wings to get a feel for the art style. [t]https://dl.dropbox.com/u/22565769/lina-mana_wings5.png[/t] [t]https://dl.dropbox.com/u/22565769/lina-mana_wings6.png[/t]
whats a good source for textures? specifically metallic scifi hull plating ones
[QUOTE=nemmises5;36574167]whats a good source for textures? specifically metallic scifi hull plating ones[/QUOTE] CG Textures has almost everything you will ever need.
[QUOTE=Dr. Evilcop;36571643] For smoothing groups in Blender, set the model to smooth, and add an edge split modifier. You can use the automatic one that works off of angles, or select an edge, press Ctrl + E, and click mark sharp to cut up the smoothing groups (if you don't want to use the automatic thing, unclick "angles".)[/QUOTE] I suppose you already know this but just for clarification for those who don't there's actually no such thing as smoothing groups in Blender. Edge split isn't really smoothing groups but as the name of the modifier suggests it just cuts up the geometry at the marked edges or angle limit. It doubles the vertex count where the edges are split which is quite bad if you're aiming for lowpoly.
In the game engine what would be a good way to make an object hover?
[IMG]http://i.imgur.com/RBGhW.jpg[/IMG] Doing some more array tests for automated architecture and such.
[IMG]http://i.imgur.com/Oo86A.png[/IMG] WIP science fiction shotgun. 6166 verts, and I had intended for it to be low poly. Criticism would be appreciated. I'm also in the process of making a pistol to go with it.
[QUOTE=Deaver;36577389][IMG]http://i.imgur.com/Oo86A.png[/IMG] WIP science fiction shotgun. 6166 verts, and I had intended for it to be low poly. Criticism would be appreciated. I'm also in the process of making a pistol to go with it.[/QUOTE] To bulky in my opinion and the grip doesn't really fit with the rest of the gun. But a pretty nice model.
Something weird going on with the smoothing and lighting but I think it's because I haven't fixed some edges, making the turbosmooth act funky. [IMG]https://dl.dropbox.com/u/26739117/3d/PP7/progress.png[/IMG]
[QUOTE=ben_lind;36576215]I suppose you already know this but just for clarification for those who don't there's actually no such thing as smoothing groups in Blender. Edge split isn't really smoothing groups but as the name of the modifier suggests it just cuts up the geometry at the marked edges or angle limit. It doubles the vertex count where the edges are split which is quite bad if you're aiming for lowpoly.[/QUOTE] As do convential smoothing groups IIRC. Blender doesn't have the convential method of applying smoothing groups, but they work the same way.
[IMG]http://i.minus.com/iZc7pi0tMUXWQ.png[/IMG]
[t]https://dl.dropbox.com/u/22565769/lina-mana_wings7.png[/t] Rigged, now I just gotta animate it and make up some sort of harness.
[QUOTE=Dr. Evilcop;36579038]As do convential smoothing groups IIRC. Blender doesn't have the convential method of applying smoothing groups, but they work the same way.[/QUOTE] As far as I've understood smoothing groups just change the shading of the polys via normal calculations and not changing the geometry. A bit like having one side of a cube shaded flat in Blender and the rest shaded smooth. It's just a change in shading. "By identifying the polygons in a mesh that should appear to be smoothly connected, smoothing groups allow 3D modeling software to estimate the surface normal at any point on the mesh, by averaging the surface normals or vertex normals in the mesh data that describes the mesh. The software can use this data to determine how light interacts with the model."
[QUOTE=ben_lind;36582613]As far as I've understood smoothing groups just change the shading of the polys via normal calculations and not changing the geometry. A bit like having one side of a cube shaded flat in Blender and the rest shaded smooth. It's just a change in shading. "By identifying the polygons in a mesh that should appear to be smoothly connected, smoothing groups allow 3D modeling software to estimate the surface normal at any point on the mesh, by averaging the surface normals or vertex normals in the mesh data that describes the mesh. The software can use this data to determine how light interacts with the model."[/QUOTE] I can't find any specific data from Max's or Maya's documentation (and I don't have them to test it out myself), but: [quote]Hard edges and smoothing groups are OK to use, but are best kept to a minimum, as they break up the vertices and add to an item's vertex count. [/quote] [url]http://www.dota2.com/workshop/requirements[/url] And some other places that make reference to this: [url]http://udn.epicgames.com/Three/FBXImporterUserGuide.html[/url] [url]http://udn.epicgames.com/Two/ActorXMaxTutorial.html[/url] [url]http://www.crydev.net/viewtopic.php?f=315&t=93091[/url] [url]http://oldsite.thesimsresource.com/artists/Cyclonesue/resources/view/category/creating-sims3-meshing/id/97/[/url] [url]http://wiki.polycount.com/NormalMap/[/url]
Starting a High-poly version of my gun. [T]http://dl.dropbox.com/u/18418859/Models/pt320hi-001.ong.png[/T]
Idle Animootion [img]https://dl.dropbox.com/u/22565769/Lina_Wings.gif[/img] (Open in new tabs if it seems choppy - they're big images). [img]https://dl.dropbox.com/u/22565769/Lina_Wings2.gif[/img]
[QUOTE=Rastadogg5;36572892][t]http://dl.dropbox.com/u/18418859/Models/PT320-011.png[/t] [t]http://dl.dropbox.com/u/18418859/Models/PT320-012.png[/t] [t]http://dl.dropbox.com/u/18418859/Models/PT320-013.png[/t] Topology, mostly on the sides, needs a lot of work.[/QUOTE] That is damn good for a beginner.
[QUOTE=Rastadogg5;36583502]Starting a High-poly version of my gun. [T]http://dl.dropbox.com/u/18418859/Models/pt320hi-001.ong.png[/T][/QUOTE] Urgh, dude, I think you've misunderstood the point of high poly models... [video=youtube;Juf2ELChALA]http://www.youtube.com/watch?v=Juf2ELChALA&feature=plcp[/video]
[QUOTE=Dr. Evilcop;36582700]I can't find any specific data from Max's or Maya's documentation (and I don't have them to test it out myself), but: [url]http://www.dota2.com/workshop/requirements[/url] And some other places that make reference to this: [url]http://udn.epicgames.com/Three/FBXImporterUserGuide.html[/url] [url]http://udn.epicgames.com/Two/ActorXMaxTutorial.html[/url] [url]http://www.crydev.net/viewtopic.php?f=315&t=93091[/url] [url]http://oldsite.thesimsresource.com/artists/Cyclonesue/resources/view/category/creating-sims3-meshing/id/97/[/url] [url]http://wiki.polycount.com/NormalMap/[/url][/QUOTE] In UDK they talk of the smoothing groups not being supported so the polys are split along the different groups edges so no I still don't think smoothing groups add to geometry but they do when meshes with smoothing groups are exported and not supported in the game engine. The smoothing groups will then get split up to imitate the effect. Edit: Polycount Wiki "Each vertex however can have more than one vertex normal. When two triangles have different vertex normals along their shared edge, this creates a shading seam, called a hard edge in most modeling tools. 3ds Max uses Smoothing Groups to create hard/soft edges, Maya uses Harden Edge and Soften Edge. These tools create hard and soft edges by splitting and combining the vertex normals." Edit: Techartists.org "However, we run into two interesting scenarios; the same vertex may have two (or more) UV coordinates (such as if it lays on a seam), or two (or more) normals (if it has hard normals, separate smoothing groups, etc), even though it is, in your modeling program, the same vertex. This means, even though your modeling application tells you it is one vertex, it is actually multiple vertices." Dunno if these all are for realtime renderers or not but I seem to get confusing answers on this. Have to admit I'm not sure which is right.
I've been confused about the difference between Smoothing Groups and Blender Edge Split too. This is some quality information to read through.
[QUOTE=~ZOMG;36584114]Urgh, dude, I think you've misunderstood the point of high poly models... [video=youtube;Juf2ELChALA]http://www.youtube.com/watch?v=Juf2ELChALA&feature=plcp[/video][/QUOTE] Welp, now I'm confused. Oh well, I'm going to keep working on this anyway. :v: Speaking of which. [T]http://dl.dropbox.com/u/18418859/Models/pt320aparentlynothipol-001.jpg[/T] [T]http://dl.dropbox.com/u/18418859/Models/pt320aparentlynothipol-002.png[/T]
[QUOTE=ben_lind;36584273]Dunno if these all are for realtime renderers or not but I seem to get confusing answers on this. Have to admit I'm not sure which is right.[/QUOTE] Perhaps it depends on the exported file more? I dunno. [editline]1st July 2012[/editline] [QUOTE=Rastadogg5;36585109]Welp, now I'm confused. Oh well, I'm going to keep working on this anyway. :v: Speaking of which. [T]http://dl.dropbox.com/u/18418859/Models/pt320aparentlynothipol-001.jpg[/T] [T]http://dl.dropbox.com/u/18418859/Models/pt320aparentlynothipol-002.png[/T][/QUOTE] Basically, the point of low-poly is to capture the basic form and essence of a model in as few polygons as possible, relying heavily on textures and normal maps and etc to make it [i]look[/i] as if there is geometry there, and thus more realistic. The point of high poly is basically to pack in as much detail as you care to put effort into. Sometimes people will even model in scratches on metal and stuff like that (but that's [i]really[/i] high poly). A common technique is to make a low poly model, UV unwrap it, then duplicate it. Turn the duplicate into a high poly model, bake textures, normals, etc. on to the UVs, and then use said textures back on the low poly model. For example my wings on that DOTA model; I duplicated the low poly wing cloth (which had been UV unwrapped already), subdivided it a bunch of times, sculpted it to have the folds in the cloth, and baked the AO. Then I used that AO bake on the low poly wings to give it the folded look.
[QUOTE=Dr. Evilcop;36585310]Perhaps it depends on the exported file more? I dunno. [editline]1st July 2012[/editline] Basically, the point of low-poly is to capture the basic form and essence of a model in as few polygons as possible, relying heavily on textures and normal maps and etc to make it [I]look[/I] as if there is geometry there, and thus more realistic. The point of high poly is basically to pack in as much detail as you care to put effort into. Sometimes people will even model in scratches on metal and stuff like that (but that's [I]really[/I] high poly). A common technique is to make a low poly model, UV unwrap it, then duplicate it. Turn the duplicate into a high poly model, bake textures, normals, etc. on to the UVs, and then use said textures back on the low poly model. For example my wings on that DOTA model; I duplicated the low poly wing cloth (which had been UV unwrapped already), subdivided it a bunch of times, sculpted it to have the folds in the cloth, and baked the AO. Then I used that AO bake on the low poly wings to give it the folded look.[/QUOTE] Ah, alright, I understand now. Regardless, I'm going to finish as I'm having fun doing it, and I don't have any plans on doing anything with either model, I'm just trying to work out different tool and techniques and things.
[img]http://i.imgur.com/MdVrl.png[/img] my first near-complete model woo
[del]Using Blender, I did something and now I can only move things on the Y and Z axes. The X axis is completely locked. Help[/del] This never happened. Move along folks, nothing to see here.
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