Author Topic: 3d models development  (Read 691188 times)

Re: 3d models development
« Reply #2085 on: October 15, 2011, 05:46:26 am »
Rubber boots. 9 polys, all quads.

Can't quite put my finger on why, but this and the speed loader render with white lines around the edges of some polys, even though neither of the textures have white anywhere in them. Looks fine in the viewports, though.



http://www.mediafire.com/?sxs8ys33cumae88



Ankh, 15 polys.



http://www.mediafire.com/?8u8xxlki9nx16pl
« Last Edit: October 15, 2011, 07:01:57 am by Imrinfected »

Offline skejwen

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Re: 3d models development
« Reply #2086 on: October 15, 2011, 07:19:29 am »
lol... pople please give proper number of tris, not just "polys" (remember that simple cube is build from 12 tris)...
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Re: 3d models development
« Reply #2087 on: October 15, 2011, 08:57:59 am »
lol... pople please give proper number of tris, not just "polys" (remember that simple cube is build from 12 tris)...
Are you capable doing basic math?

1 quad = 2 tris. For each additional vertex added to a quad, one more tri is created.

A cube is 6 quads. 6*2=12.

Rubber boots are all quads, so that's 18 tris.

Ankh is 12 quads, 3 tris, which is 27 tris.

Extended mag is all quads and 14 polys, which is 28 tris.

Speed loader is a hexagon with two 3-sided cylinders unioned together with it.
Hexagon has 6 vertices, for its 6 sides, but it has three additional vertices inside of it for the 3-sided cylinder coming out from it. That's 9 vertices, and thus 7 tris. The 3-sided cylinder is composed of quads, so 3*2=6 tris, making 13 tris so far. Then there's the bottom poly on the top section, which is 3 vertices plus the 3 from the 3-sided cylinder unioned into it, making 6 vertices, which is 4 tris. The sides are quads, and there are three of them, which is 6 tris, and the top its self is a tri. That's 24 tris. The bottom is a whole hexagon, which is 4 additional tris, making 28 tris, and then there are the 6 sides which are all quads, so that's 6*2=12, making a total of 48 tris.

Of course, 3ds max displays the tri count for me anyway, so I may as well include that.


Re: 3d models development
« Reply #2088 on: October 15, 2011, 09:51:05 am »
No need to be like that though getting the tris from quads isn't hard but not everyone uses 3d programs or have time to do  the math its easier if its said in tris from the beginning btw Imrinfected I like the models you posted they looks ok and in the size we will see they will be perfect.

Anyway a little progress on our mutant friend far from done but it is getting in the right shape current tris around 1400 goal is max 2000-2300.

Foot will get some more vertexes and I want to try and add some more vertex to the leg too. Arms may need to be made a little bit longer not sure though.
« Last Edit: October 15, 2011, 09:54:26 am by Jotisz »

Re: 3d models development
« Reply #2089 on: October 15, 2011, 11:43:16 am »
The arms do look a bit short. It might be because he's hunched over that it's difficult to tell, but the arms should definitely be longer. You could probably get away with just selecting the arm verts from where the bicep and shoulder connect to the tips of the hands and scaling them out.

Also:
Howitzer shell.
17 polys
28 tris.
Lazy texture.


http://www.mediafire.com/?phls0m2isjor9hb



Steel Component.
16 polys
24 tris



The white is an alpha channel to make it look round and have holes in it. Even if 3ds max won't recognize that it's supposed to be transparent, it's there and the alpha channel is done properly.

http://www.mediafire.com/?sbqselrfqru9g5p



Fire Gecko Pelt
38 polys
66 tris



http://www.mediafire.com/?vb2593wph4hcf57
« Last Edit: October 16, 2011, 07:46:51 am by Graf »

Offline Luther Blissett

  • Moderator
Re: 3d models development
« Reply #2090 on: October 15, 2011, 03:58:17 pm »
Very nice. I'm 99% certain that the alpha channel stuff on the steel component will work in game. Arms on Supermutant definitely need to be a little longer, but other than that it's beginning to look great.

Re: 3d models development
« Reply #2091 on: October 15, 2011, 05:00:15 pm »
Here's another model with a rather low triangles count ;)

Xander Root - 38tri. | 128x128px



Download

Re: 3d models development
« Reply #2092 on: October 15, 2011, 08:03:23 pm »
Loaded Dice
12 polys.
24 tris.



http://www.mediafire.com/?4h8od2qmwcv8n0a



Dice.
52 polys.
88 tris.



http://www.mediafire.com/?h8ush3h9xmrhm89



Alternatively:
Dice.
12 polys.
24 tris.



http://www.mediafire.com/?w7swe2c3239xlo9

Offline Josh

  • The Armegeddon Arms Co. is temporarily on hiatus
Re: 3d models development
« Reply #2093 on: October 15, 2011, 08:12:06 pm »
last one is coolest, has the mario look going for it ;D
When you hear people talking about the great leader of the Armeggedon Arms Co., there talking about me. On the flip side when you hear them laughing about the Plague who stood next to guard and died or something else like that, that would be my brother Ben.

Re: 3d models development
« Reply #2094 on: October 15, 2011, 09:49:45 pm »
And another one.

Human brain - 60tri. | 128x128px



Download
« Last Edit: October 15, 2011, 09:51:54 pm by firehand »

Re: 3d models development
« Reply #2095 on: October 16, 2011, 10:33:17 am »
Looks good though some darker shade for the brain would be better but it looks good. Some extra details could be added with texture to the top part of the brain but it would be just extra. Nice work there

Re: 3d models development
« Reply #2096 on: October 16, 2011, 05:14:50 pm »
Human ear white  - 2tri. | 128x128px (uses alpha channel)
Human ear brown - 2tri. | 128x128px (uses alpha channel)



Download

The first version I made was consisting of one triangle but then I came to the conclusion that it may cause trouble in implementation and use in game as there was left quite a lot of unused surface. Now the shape fits better to the texture but still I am not sure if it is ok as it's just a 2d picture in the 3d space. Well at least it won't burn any GPU ;)

@Jotis Thanks. I've made a little changes and here's the newer version:

Human brain - 60tri. | 128x128px



Download

Re: 3d models development
« Reply #2097 on: October 16, 2011, 06:22:10 pm »
Human ear white  - 2tri. | 128x128px (uses alpha channel)
Human ear brown - 2tri. | 128x128px (uses alpha channel)



Download

The first version I made was consisting of one triangle but then I came to the conclusion that it may cause trouble in implementation and use in game as there was left quite a lot of unused surface. Now the shape fits better to the texture but still I am not sure if it is ok as it's just a 2d picture in the 3d space. Well at least it won't burn any GPU ;)

@Jotis Thanks. I've made a little changes and here's the newer version:

Human brain - 60tri. | 128x128px



Download

For the ears, did you just put those on single planes and use an alpha channel on the texture?

That's not exactly 3D. In fact, most games do that for sprites. Actually, quite literally a single plane only uses two dimensions, so that would indeed be 2D.

Also:

I tried my hand at making a good kevlar model and came up with these:

My first attempt.
8 polys.
20 tris.



http://www.mediafire.com/?7r18ayv8c7tqwlz

Then, not content with the idea of it being rolled up, tried to make something that would look better on the ground, or in general just trying to make it look more like the inventory icon does.

My second attempt
4 polys.
8 tris.



http://www.mediafire.com/?8q5js5mcybl5gju

It was a spline that's had parts of its center extruded out and textured. I'd consider it a failure, but then when working with low-poly things I can't help but not be content with anything that I make. It wouldn't look very good in hands though, and wouldn't really be good at all, so feel free to ignore it. Initially it had a lot more polys, but I had to remove 70% of it because of how many polys it was using, and by the time I had removed enough it didn't look right so I removed as many as I could and it still look like.. Something. Depressing.

Also, I noticed that most of the models in the repository have around the 50 to 200 range of polys. Should I make models closer to the 50 poly range, or is it so not going to matter that I may as well continue making things as low-poly as possible?
« Last Edit: October 16, 2011, 08:25:38 pm by Imrinfected »

Re: 3d models development
« Reply #2098 on: October 16, 2011, 09:22:02 pm »
Tailbangs haircut for female model, texture used from Karpov's hairbob. Also, a UV, if someone wants a better texture.




http://www.megaupload.com/?d=BP3JMIEK

Oseledets haircut for our Ukrainian friends, with moustache. Own texture.


http://www.megaupload.com/?d=Y0FUAEK5
Wasteland is a tricky business.

Offline Johnnybravo

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Re: 3d models development
« Reply #2099 on: October 16, 2011, 11:55:58 pm »
Use more polygons on the hair, it's really cheap anyway. Just be sure normals are right ( try to do offline rendering with basic light techniques - pong only - no radiance or raytracing, online rendering in most modelling tools is using only fixed pipeline function, which gives worse quality than game would ) and you got the shape you want at double size of normal view. Performance impact of few extra polygons will not be visible in game, but visuals will.

Second one looks flawless.
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