Author Topic: 3d models development  (Read 611768 times)

Re: 3d models development
« Reply #1620 on: May 12, 2011, 07:31:57 pm »
The point is that in Max polygon not always = triangle. You could easily build a 8-triangled polygon, and default polygon counter will show you 1, still it will contain 8 tris, thats why I always switch on Tris counter
now at last on forum have one more man who understands the difference of the polys and between tris  :D  ;D

The main reason i was using several textures was that i'm still in a learning process about UVW mapping.
maybe I later will set up a tutorial as UVW mapping.
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Offline Haraldx

  • This forum... The memories... The history...
Re: 3d models development
« Reply #1621 on: May 12, 2011, 07:37:21 pm »
Download of my models: http://www.2shared.com/file/gKK-PUmQ/Even_more_misc_stuff.html
Hintbook, moose magazine thingy, bio med gel (I made my one before White Tiger posted his one, Graf is free to chose which one he likes), chemical components
I still can be reached over e-mail if you somehow need anything from me. Don't see a reason why you would, but if you do, e-mail remains the safest bet, as I do not visit this forum reliably anymore.

Offline Graf

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Re: 3d models development
« Reply #1622 on: May 12, 2011, 08:16:10 pm »
Graf is free to chose which one he likes
Well, I'm not the last instance who have to choose the best model  ;D I always store all versions of the same model, so it would be possible to switch between models when they will be implemented in the game. So, the players will choose which one they like more, after all.

btw, I've been thinking of a setting up of the test server with one or two maps, just to test new 3D features. Not now, I'd rather do it in the early summer.
« Last Edit: May 12, 2011, 08:21:04 pm by Graf »

Offline LagMaster

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Re: 3d models development
« Reply #1623 on: May 12, 2011, 08:42:35 pm »
btw, I've been thinking of a setting up of the test server with one or two maps, just to test new 3D features. Not now, I'd rather do it in the early summer.
count me in

Re: 3d models development
« Reply #1624 on: May 13, 2011, 01:54:20 pm »
Nice model, but it needs a few tweaks:
1.All objects should be attached (so it should be a single object, not 8 like it's now)
2. Make a single texture (128x128 px), not 3 of them.

Polycount could be easily reduced by applying "Optimize" modifier (if you're using 3d max), but I can do it by myself, just fix what I've said before.

Alright, according to MrGazo's UVW-preset i made a single texture file and unwrapped it to the model. Attaching was done by him too already (i was using his max file to continue) as it seems. Also i tried the optimization tool but for some reason it didn't work properly. So it would be nice Graf, if you could do this, this time. Beside the fact, that i will have to watch the polys/tris count more carefully when creating a model next time, i'll look for some tutorials about this function too to get a bit more familiar with it.  Thanks for the tips/help again :).

Download Link

Offline zamp

  • Huff 'n puff all you want I ain't falling.
Re: 3d models development
« Reply #1625 on: May 14, 2011, 03:47:14 pm »
138 triangles for the strange iguana stick. Still too many?

Offline Graf

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Re: 3d models development
« Reply #1626 on: May 14, 2011, 04:08:02 pm »
138 triangles for the strange iguana stick. Still too many?
It's just a little over the limit. Try to reduce it to ~100 and it would be good.

EDIT: Please export it correctly next time. 
« Last Edit: May 14, 2011, 09:33:43 pm by Graf »

Offline zamp

  • Huff 'n puff all you want I ain't falling.
Re: 3d models development
« Reply #1627 on: May 14, 2011, 04:17:32 pm »
It's just a little over the limit. Try to reduce it to ~100 and it would be good.

Aight I'll try
Edit: Here we go, 102 triangles
Edit2: Now fully textured
Screenshots from a 3ds model viewer


Download

New/Last iguana stick. 80 triangles

Download

Please export it correctly next time.

Hmm.. not much I can do to change export issues.
I press a button and a .3ds file appears.
Although I can try to export to some other format that people can use.
Looks like the UV isn't properly exported to 3ds

Redownload the zip files. Now they should be ok.
Not totally sure why it doesn't export properly but I changed the material texture name to match the texture file name. Now the viewer loads them properly.
« Last Edit: May 14, 2011, 09:32:47 pm by Graf »

Offline LagMaster

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Re: 3d models development
« Reply #1628 on: May 15, 2011, 12:17:48 am »

Download
this is what i call smart modeling, the bound of tomatoes and onions is the ideea of a genius!
« Last Edit: May 15, 2011, 11:26:59 am by LagMaster »

Offline zamp

  • Huff 'n puff all you want I ain't falling.
Re: 3d models development
« Reply #1629 on: May 15, 2011, 01:59:00 am »
this is what i call smart modeling, the bound of tomatoes and onions is the ideea of a genius!

Well.. Thanks!

Here's my version of the geiger counter
102 Polygons

Download

Electronic Lockpick Mk2
A tad too high poly count (121) but the model is so complex that I doubt i'll be able to carve out anything without trashing the looks
Edit: Had an epiphany and reduced polys to 107

Download

Meat jerky

58 polygons

Download
« Last Edit: May 15, 2011, 11:29:35 am by Graf »

Offline LagMaster

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Re: 3d models development
« Reply #1630 on: May 15, 2011, 11:28:08 am »
t-t-triple post!!!
but since your models are so good we can pass it with the sight
keep up the good work

also: use modify next time

Offline zamp

  • Huff 'n puff all you want I ain't falling.
Re: 3d models development
« Reply #1631 on: May 15, 2011, 11:39:51 am »
also: use modify next time

Will do.

Offline Gray

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Re: 3d models development
« Reply #1632 on: May 15, 2011, 02:31:28 pm »
Here's my version of the geiger counter
102 Polygons

Download
It is not symmetrical. The icon one is.

Offline LagMaster

  • No. 1 Topic Starter
Re: 3d models development
« Reply #1633 on: May 15, 2011, 03:44:31 pm »
It is not symmetrical. The icon one is.
how do you whant to check the screen if your hand blocks it

Offline Gray

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Re: 3d models development
« Reply #1634 on: May 15, 2011, 05:05:35 pm »
how do you whant to check the screen if your hand blocks it
How want you to hold it (it's quite heavy) not by the center of mass. It will screw out your hand.