FOnline Development > 3D Development

3d models development

<< < (422/482) > >>

Imrinfected:

--- Quote from: LagMaster on October 17, 2011, 06:36:25 am ---i love players that do 3D
they do so good quality and so inspired art

but 1 problem with Alpha, the engine is not compatible to it(or it is?)

--- End quote ---
I was told that it was. It would make sense for it to be, seeing as the game uses sprites. Without transparency, that wouldn't exactly work. It's relatively standard anyway, so I'll just operate under the assumption that it will work.

Also:
Mouse hide.
20 polys.
36 tris.



http://www.mediafire.com/?7n5keqr07uc50pk

I'm alright with how this turned out, but I modeled it with ground models/pre-renders in mind, so there is no bottom. However, the UVW unwrap is done by top/bottom, so the model can just be mirrored and vertices welded and have it more-functional for holding in hands. The same is true for the Fire Gecko pelt that I made.

I made a model keeping in mind that they'll be held in the player's hands, but I'll texture it tomorrow.


--- Quote from: Senocular on October 17, 2011, 01:52:04 am ---Imrinfected, I... love... your.... models...

--- End quote ---
I'm glad that you like what I can do. Although I have a bit of experience with just about everything involving game design, I am -for the most part- quite the amateur at all of it, and that includes modeling and texturing. I do, however, happen to have just enough information to get (most of) everything done, even if it isn't particularly high-quality - and with low-poly models and relatively small textures, my skill (or lack there-of) doesn't show through quite so much.

I really just want to blaze through finishing all of the misc items and move onto more important matters, such as player models/textures/rigging, even if I don't know any of the details of that.

Speaking of details, and I'm not sure if I've asked this already, but is there any particular scale that I should be modeling these to? Dimensions in some measurement, perhaps - or some frame of reference?

Side note: I forgot to delete the alpha channel on some of the textures of some of the models that I've uploaded. I'll remedy that tomorrow. In case it might save someone some hassle, it seems photoshop creates an alpha channel automatically upon saving a tga with alpha channels enabled. It's really obvious that it would do that, but I didn't realize it initially and some of my renders have unintentional white edges(due to improper transparency, understandable since I didn't know it was there), because the transparency was being rendered as white. It certainly left me confused for a bit. I can also think of some other mistakes that I've made in a couple ways - minor things which you might never notice, but I'll fix that tomorrow as well.

Luther Blissett:
As far as I can tell, alpha stuff works fine. I did a few fairly primitive tests here. However, I'm not sure how it affects things such as "outline highlights" or shadows. Someone else may have further info on that, but I think it should be fine for what we need here.

Regarding scale of models etc, there's not (to my knowledge) an existing standard size for anything - especially as people are using many different modelling programs. I'd imagine resizing objects can be done at the basic rigging stage, as we have done with armours etc.

A small note regarding textures - I've not inspected any of your new models yet, but the bit you're saying about white lines etc - this might not be the same thing, and might not be relevant, but I had this happen to me when the texture edges were too close to the model edges on the UV map, and when things were zoomed or resized, it ended up slightly past the edge. It happened far more often on diagonal lines in the texture. Running the textured bit an extra 4 pixels past the edge (or shrinking the UV map a little) seemed to work okay to sort this.

firehand:
Gold tooth - 64tri. | 128x128px



Download

Johnnybravo:
Default 3D shader multiply fragment color with texture map color, alpha included. So resulting fragment color will be transparent.
However I have no idea if engine is doing any depth sorting (ideally all the triangles in scene should be sorted by applied textures and depth, so you don't switch textures often - expensive, and have correct transparency), if not transparent surfaces will not display all the polygons behind them.

Not a big deal, because of how the game uses 3D, but still something to keep in mind.
Additionally it's possible to do more than just transparency - for example make parts of model glow (be always bright).

Imrinfected:

--- Quote from: Johnnybravo on October 18, 2011, 12:10:55 am ---Default 3D shader multiply fragment color with texture map color, alpha included. So resulting fragment color will be transparent.
However I have no idea if engine is doing any depth sorting (ideally all the triangles in scene should be sorted by applied textures and depth, so you don't switch textures often - expensive, and have correct transparency), if not transparent surfaces will not display all the polygons behind them.

Not a big deal, because of how the game uses 3D, but still something to keep in mind.
Additionally it's possible to do more than just transparency - for example make parts of model glow (be always bright).

--- End quote ---
Is the glowing done through a glow map, or something else?

I've modded games which use glow maps - namely ES3 and ES4. If it's the same thing, or the same idea behind it, that might be interesting to use for a few things.


--- Quote from: Luther Blissett on October 17, 2011, 01:51:20 pm ---As far as I can tell, alpha stuff works fine. I did a few fairly primitive tests here. However, I'm not sure how it affects things such as "outline highlights" or shadows. Someone else may have further info on that, but I think it should be fine for what we need here.

Regarding scale of models etc, there's not (to my knowledge) an existing standard size for anything - especially as people are using many different modelling programs. I'd imagine resizing objects can be done at the basic rigging stage, as we have done with armours etc.

A small note regarding textures - I've not inspected any of your new models yet, but the bit you're saying about white lines etc - this might not be the same thing, and might not be relevant, but I had this happen to me when the texture edges were too close to the model edges on the UV map, and when things were zoomed or resized, it ended up slightly past the edge. It happened far more often on diagonal lines in the texture. Running the textured bit an extra 4 pixels past the edge (or shrinking the UV map a little) seemed to work okay to sort this.

--- End quote ---
I'll investigate this.

EDIT: My problem does seem to have been the Alpha Channel that was created. Here's a render of the Rubber Boots with the alpha channel deleted:



Notice that there are no more white lines around the edges.

However, I am getting a different problem. It probably won't make any difference in-game, but that does depend on how alpha is handled within it. Exporting as obj loses some material data important for preserving alpha in textures within 3ds max, such as a texture being 2-sided, and mono-channel output being set to Alpha.

Here's Steel Component before exporting:



And after:



This can be remedied by exporting as 3ds instead, but that conflicts with my naming scheme, and what's more the model doesn't have the proper texture applied when I load the exported model(I have to re-apply it, strangely. Even though it's already applied it doesn't seem to register until I re-apply it, without even changing any of its properties.)

I'm not sure how to go about resolving this.

Does anyone know if it even matters? So long as the game loads the alpha channel from the texture properly, there's no need for me to even fiddle with this.

So, to clarify the question: If I only have the texture applied to the model as Diffuse, will the game still use the alpha channel within the texture to handle the transparency of the object?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version