Author Topic: Modelling  (Read 1559 times)

gwydion2

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Modelling
« on: April 11, 2002, 07:45:12 pm »
If you create a model, and ya want to send it to the planeshift people, what kind of file should it be?
.max     .wrl       ....
Just wondering

gwydion2

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« Reply #1 on: April 12, 2002, 09:58:05 am »
*bump*
looking for answer...

Arzosah

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« Reply #2 on: April 12, 2002, 11:33:39 am »
Quote
Originally posted by gwydion2
If you create a model, and ya want to send it to the planeshift people, what kind of file should it be?
.max     .wrl       ....
Just wondering

You mean you can actually help the people who make the game? Do you have to be a developer before you can create a model for this game?

Montenegro

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« Reply #3 on: April 12, 2002, 11:40:32 am »
Look under the Help Us!  section on the main page.  You will find two positions: members, and contributors.
« Last Edit: April 12, 2002, 11:40:54 am by Montenegro »
All right you primitive screwheads!  Listen up!

MatzeB

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« Reply #4 on: April 13, 2002, 12:57:52 pm »
Everyone can help the game, there\'s just 1 thing: You should be good in what you\'re doing ;-)

For models, you should have modeling experience, best would be experience with doing mods to other games (there are lots of games out that allow mods, all the quake likes, but also rpgs like vampire)

If you think you have produced something good, send it to the 3d or 2d team leader...
We\'re also thinking about making a tools package that would allow you to convert the images and test them in our game engine, so you  would already know exactly how they look and perform before submitting them... Perhaps this will happen soon after the demo (depending on interest in such tools...)

Bigfoot

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« Reply #5 on: April 14, 2002, 01:21:59 pm »
Id suggest doing some form of modding to begin with, ie Quake3-2, Halflife, Unreal Tournament Player models... there the best place to start since thre relativly easy to incorporate into there respective engines. One of the major problems I see alot of beginners doing is useing overly complex models for things.

Optimisation mixed with conservative and well placed detail for effect and correct mesh deformation is the Key. If youve modeled a face in 300 polys, and you could remove 100 of them and still have basicly the same shape, remove them... since thats 100 less polygons that can be used else where, or on another model all together. Every polygon has to be culculated by the PC, the less there are teh faster it works out what has to be shown on screen and the quicker it can get on with the next frame... ie faster Framerate.

A simple rule of thumb I picked up from others, is that if the detail on a model is less than 3 finger widths in size on the life size version of what your modeling that detail should be shown on teh texture rather than geometry, how ever things like teh face should us a 2 finger width rule, as the detail there is smaller but neccesary in certain models.

Above all dont slap a few geospheres and cylinders together and say can you use this, as the pack in Geometery tools  in 3d programmes are no good for modeling low poly, unless you use the base mesh to get your vertex count up and running quickly (at which point you would then move vertices and edges around, kinda like modeling with a lump of clay). you might have a \"wicked\"mace but the polycount would swamp even the most hardened PC. Pack in Primitives in 3d programmes are designed for high polygon modeling, which is what those programmes are mainly and actualy used for (shreik, JP etc) not Low polygon...   You should use the mesh edit sub-Object modifier (or its equivilant) to make your models as you start by making the vertexs you need and you can easily controll them rather than having to deal with a huge amount all at once.

what im saying is... its all about the polycount...

PS:- oh and dont throw togther a Poser model image and say, look what i did... Poser is what Poser is... you assemble a model from pre made bits, adjust there dimensions and pose it, you havent made that model from teh ground up and its polycount is insane, not to mention its just down right cheap and nasty. Poser isnt a 3D modeling tool... its a gimmic. Poser skills are not 3D modeling skills...

Cyonamie

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« Reply #6 on: April 14, 2002, 03:45:20 pm »
*wonders whos mace could freeze a super computer*  Oo i know! pick me! :P. hey i got a building done in 652 polys, and im shaving off more than that, its hard tho... btw this is none ps related work im practicing with unless they want to use it:)

edit-now its 508 polys, and it still looks the same(sorta)
« Last Edit: April 14, 2002, 03:47:43 pm by Cyonamie »


scheda

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« Reply #7 on: April 16, 2002, 03:12:57 am »
hey i\'m working witha free program called anim8or, it\'s pretty good, i\'ve used maya before and this can do pretty much all of that and it\'s free. i like it. oh and by the way, i am working on making animated short about sloths, so if you can help with models i would appreciate it, i have tried but i am somewhat new with modeling.
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Strata

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« Reply #8 on: April 16, 2002, 06:09:39 pm »
i made a simple gui idea but i will pos it later if i feel like it
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