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nephilim

Modeling Thread

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hi

as the topic says

make question on modeling

ask if u need help

post tips and tricks

ill start here

comparisonoxy5ok.th.jpg

gear11ja.th.jpg

gear1oxy8sv.th.jpg

gear24ah.th.jpg

the pictures are selfexplanatroy

but ill give a word on this

u can see 2 mehses of 2 identical nose gears

they look same, infact they differ in polycount

its due the way they are modelled

it might look minicule at first but if u sum things up

u can save upto 1000+ faces with such a thechinque

post post post post

cheers

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some additonal pics that didnt fit in

gear2oxy8us.th.jpg

wire12ni.th.jpg

wire21hb.th.jpg

discuss ur meshes guys!

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Useful tip:

Apparently OFP doesnt care about number of faces it cares about the number of verticies so deleting unused faces without deleting any verticies does nothing.

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Yeah, that makes sense because in a way that's like smashing an object to pieces but leaving the crumbled mass there.  It's still the same amount and now you have an ugly mess.. tounge_o.gif

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When trimming a model down in last res lod for shadow etc.

Personally I found that its the face count that makes the difference.

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I've always found it easier to build the shadow lod up from

the geo lod, rather than down from a higher res lod. You've

gotta do a geo anyway, so it saves some time.

If a cylinder is going to be seen up close, a 'circumference' of

16 or so looks far more smooth than the default 10, at the

expense of only 12 polys per section. Also, 16 can be divided

into halves and quarters more easily.

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For big complicated symmetrical models, just make one half, then copy, invert and join.

STT

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For big complicated symmetrical models, just make one half, then copy, invert and join.

STT

a technique i've used alot... as you'll realise, 90% of the stuff out there has some element of symetry, espeically weapons

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When trimming a model down in last res lod for shadow etc.

Personally I found that its the face count that makes the difference.

Thats because the engine has a face limitation on the shadow lod, but i was talking performance wise. This also applies to modeling: if you are building high detail bends it looks better if u triangulate (make the face trianglesinstead of rectangles), u'll still have the same ammount of points.

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This also applies to modeling: if you are building high detail bends it looks better if u triangulate (make the face trianglesinstead of rectangles), u'll still have the same ammount of points.

Correct, this is also the case when you move from a large round (round, but not perfectly ''O'' shaped) shape to a smaller, differently formed shape. Squares cause ''missing'' faces when viewed at certain angles, where rectangles do not smile_o.gif

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speaking of non planar faces

this seems only to happen in oxygen

i havent noticed this in ofp ingame

@Soul_Assassin

hmm unfortunatelly u cant delete verices w/o deleting faces :P

but seriously i think the face count makes diffrence

maybe for modeling noobs:

pors may pos their approach on model making

might be intrestign to hear biggrin_o.gif

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@Soul_Assassin

hmm unfortunatelly u cant delete verices w/o deleting faces :P

but seriously i think the face count makes diffrence

maybe for modeling noobs:

pors may pos their approach on model making

might be intrestign to hear biggrin_o.gif

ur right tounge_o.gif that just wouldnt make sense biggrin_o.gif however what im pointing at is deleting faces such as the top of the rod:

wire12ni.th.jpg

leaves the same ammount of points thus being irrelevant.

About the face count being important, im just stating what i heard from someone who has heard from someone at BIS, and here we're talkin about OFP actually handling faces and not ur comp. Ur comp can handle many more faces in a model than 10 000 without lagging it just depends on the rendering process.

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hmm well i disagree here

Quote[/b] ]deleting faces such as the top of the rod:

that may be just 3 faces ok but they count i think

specially when u sum the stuff up

+ it doesnt have any negative effect on ofp

afaik opf can hand about 32k polies (correct me if im wrong)

so taht in cludes pretty everythin u ce in opf

models, trees, ground, clouds bla bla

so i u mod ur thing right u can decrease the lagg

wot about lods?

do many lods actually have greate impact on cpu processing ?

ho do u do ur lods?

i usually start off with a high poly model

then degrade it step by step

so i have a basic model in the lod 0.000

in teh next lod say 1.000

i deleat all the detail and redo the complete interior (eg)

and remake everything detailed

last lod will be just flat objects with alpha channeled screenshots of the unit

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I want to implement this into the game, never done this kind of stuff

Well I'd say I'm a noob at this, I've only been modeling for like half a year.

I made this T80 tank right here with 3Dsmax7: http://www.deviantart.com/view/13383568/

I want to implement it into OFP, how would I do that?

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I want to implement this into the game, never done this kind of stuff

Well I'd say I'm a noob at this, I've only been modeling for like half a year.

I made this T80 tank right here with 3Dsmax7: http://www.deviantart.com/view/13383568/

I want to implement it into OFP, how would I do that?

how many polies?

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I want to implement this into the game, never done this kind of stuff

Well I'd say I'm a noob at this, I've only been modeling for like half a year.

I made this T80 tank right here with 3Dsmax7: http://www.deviantart.com/view/13383568/

I want to implement it into OFP, how would I do that?

how many polies?

lol, it's too much for OFP, it's 20,000 wow_o.gif

I just want to test out my model and learn how to implement models into OFP

can you please explain to me?

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hehe 20000 is bit too much

it would run but thered be no fun biggrin_o.gif

seriosly reduce teh poyl count first

about 6000 will be ok

next step will be to dwl the bissample model

open up the tank model

look at the selectiosn that are made

do u have oxygen experience?

if u want to (and are 2 lazy :P)

ill post u a lil and brief instruction how to put it ingame

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hehe 20000 is bit too much

it would run but thered be no fun biggrin_o.gif

seriosly reduce teh poyl count first

about 6000 will be ok

next step will be to dwl the bissample model

open up the tank model

look at the selectiosn that are made

do u have oxygen experience?

if u want to (and are 2 lazy :P)

ill post u a lil and brief instruction how to put it ingame

please do! that would be great.

I have made a box before in oxygen crazy_o.gif lol

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bressebs tuts are good

but they dotn show everything ;)

ill prepare some stuff for u

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bressebs tuts are good

but they dotn show everything ;)

ill prepare some stuff for u

that would be great, thanks

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bressebs tuts are good

but they dotn show everything ;)

ill prepare some stuff for u

Why don't you do it for the Public? Be a good sport. Share wink_o.gifbiggrin_o.gif

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i meant to post it here biggrin_o.gif

just takes me a while..

buisy..

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Hey guys, need a little help....

I created a quick model of a gun (new to modelling) and its very square lol. I know the keys for smoothing / sharpening etc..

But dnt quite get what im suppose to do?

Eg.. am i suppose to apply it to the faces? or?

Thnx

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pretty confusing biggrin_o.gif

ok if u want to smooth or sharped slect eitehr edges or faces

and press u to sharpen the edges or i to smooth them

sometimés u need to play with it a bit to get the best effect

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