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Messages - Bobby

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1
Fan Art /
« on: December 13, 2004, 05:08:02 pm »
I think I will work a little more on these export features. I made a front view render of every part of the model separately, and put the textures back to the uv, but they, as you wrote, need additional painting now. Luckily, Blender has some features of real-time painting on the texture. As for your question how the torches are attached to the wall, they were attached in the center, or bottom, I just wanted to leave the connectors until I got a final image of this pillar.

Here is the current stage. There is no lamp in the room at all and the objects are shadeless.


2
Fan Art /
« on: December 13, 2004, 04:40:29 pm »
nice, realistic textures, but passing over the fact that 325 polys is too much for a game chair currently, it has too small backsupport as mentioned my predecessor :)

3
Fan Art /
« on: December 13, 2004, 02:12:36 pm »
Every of the little things in the model have 16-50 polys, yes - textures are Blender, not uv. But they are being made uv now. :) I don\'t know whether i should paint them like the engine was totally shadeless, so include all shades in the uv texture, or can i just use 1-color texture and CS will shade it on its own depending on the light sources in game.

because this is how it looks yet with no lamp included and shadeless. This will be a long way from Blender. Unless I know any way to make uv-textures based on light sources in Blender. I think I\'m going to render and put the rendered image as uv tex, but tell me if I should do that.



I think I\'m going to install the CVS.

4
Fan Art / what do you think?
« on: December 12, 2004, 11:08:52 pm »
Recently i was doing a little practice with Blender, making some models for fun and I decided to make something for Planeshift. What do you think about this? :)




5
General Discussion /
« on: July 12, 2004, 10:23:37 am »
Happy birthday!

6
Fan Art / some blender questions
« on: July 05, 2004, 02:36:11 am »
1. how to make the surface less shiny? i can see the white reflection of a lamp, but if i move it away the model looks dark (throne)
2. when the model consists of a flat face split to triangles, i can see every triangle of that face shaded different (look anvil)
3. eventually how to make uv texturing easy? does blender save any empty uv picture to paint it like wings does?

7
Fan Art / Terrain generators - Nem's Terrain Generator
« on: March 16, 2004, 07:37:38 pm »
What do you think about this Nem\'s Terrain Generator?
http://countermap.counter-strike.net/Nemesis/index.php?p=8
It\'s for free. I don\'t know how are things going relating to compatibility, but I think that it would be possible to import the work to Blender. I would like to hear staff\'s opinion too.

8
Fan Art /
« on: March 14, 2004, 11:08:01 pm »
Wedge I was browsing through Blender tutorials and found this one:
http://members.yourlink.net/gruff/robot/index.html
In the end he writes the sentence:
\"Here I have activated the SMESH just to show you that these techniques work very well when working with Smeshes. This is because we have mostly quads instead of triangles and   a very low polygon count. \"
What do you think?

9
Fan Art /
« on: March 14, 2004, 06:22:22 pm »
And what about system requirements? Are the meshes good as created by Terragen (polygon density)? And what about max and min. height?

10
Fan Art / Terragen -> CS
« on: March 13, 2004, 08:36:02 pm »
Could someone direct me, I have these .ter and .tgw files, and what now should i do with them to suit the developer team demands? Or can I just send the .ter and .tgw files? Also - how would you, having a map in terragen, add i.e. docks on the lake side? Also what are your demands for the map files - by the means of system requirements?

11
Fan Art /
« on: March 07, 2004, 09:41:18 pm »
then if i make such face

X---------------X
|\\................../|
|..\\......1......../.|
|....\\.........../...|
|......\\____/..2.|
|.4....X......X....|
|...../..........\\...|
|..../.....3.......\\.|
|.../...............\\|
|X/__________X

X - vertexes
_ / \\ - edges
.... surface

that means it does not have 4 polys but 6 (trapezoids 1 and 3 are converted to triangles?)
How it is done? When? So should I convert then every surface to triangles so CS engine will have less work rendering?

12
Fan Art /
« on: March 06, 2004, 09:56:33 pm »
Thanks, aineko. I will try to finish my models using the LOD method.

Now if I may give noobs some points to keep in mind when making a mesh. I have noticed that some of the projects on the web site have got too much polys on a flat surface. For example: your flat, solid, square wall actually consists of two triangles. If you want to keep low on poly count, you can import to Wings and select the two triangles and press the backspace (dissolve) key. Whether it is a pentagon, hexagon, octagon or any other flat surface it is not needed to split it to triangles. For example: an hexagonal surface is made of 6 vertexes, 6 edges and 1 poly. And some of you make it 6 vertexes, 9 edges and 4 polys. There is no need to split every surface to triangles when local Z\'s are the same.

13
Fan Art / Bobby's projects
« on: March 06, 2004, 02:30:12 am »
Here you can discuss my projects.

Short legend:
v.0.1-0.9 - models with intersecting or probably intersecting faces
v.1.0-1.9 - completed models without textures
v.2.0- textured models

If there is no version that means v.0.0 :)

Taking into consideration that I am rather a poor artist, I don\'t have a scanner nor talent to make nice textures, even if I had a scanner, my drawings (textures) would be very ugly, you can texture my models if you wish but please only v.1.0-1.9 as the mesh must be finished and without errors first. (as for today none of my meshes is v.1.0 or later). You can then post textured models under your name, mentioning maybe that I was working on them. I will then delete my posts. I will try to texture on my own using textures on the Laanx Wheel of Wishes site. You can also optimize polys for me (get rid of intersecting faces, scale etc.) and like I was saying before, post under your name mentioning maybe that I was working on the mesh. As soon as I gather enough information to do it myself, I will finish these meshes by myself. But for now I would really use some help.

Now if you have any comments, don\'t hesitate to express your opinions.

If you want me to work more on some mesh, tell me. I will sacrifice afternoon or two to make it usable. Although I still don\'t know how :)

All meshes are done in Wings and Blender. Usually i make objects in Blender and put them together in Wings.

If you know a way of how to finish this or that mesh I would be very grateful if you shared with me the idea.

14
Fan Art / optimizing polys
« on: March 06, 2004, 02:00:58 am »
Hi!
Here I would like you to give suggestions how to reduce poly count while getting rid of intersecting objects.
To start with,
http://lww.demon-host.com/index.php?page=properties&table=meshes&id=67
These chairs have 6-sided legs and 4 sided seat. Seat goes into legs so I think it\'s bad.
--------------#
---********#*********
---*---------#
---*-------#
---*-----#
---*---#
#####
---*
---*

* - seat
# - leg

When I perform boolean (difference only..) I get 200 polys out of 6 from the seat! That can\'t be.
Please if you know ways of how to reduce poly count or you know how many edges can cross until CS engine renders them bad (maybe I can leave it as is? Note here that Z positions are different) write here below. I am using Wings and Blender. I export objects between these two programs.

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