DaSquade 0 Posted September 11, 2007 Quote[/b] ]@ neph and the rest. Whats so important about leaving the polys in ... Like Neph said, at least the old 02 had a bit a mind of its own and sometimes you had to manully reverse the edge (reverse face first, triangle it, reverse again). But i find a poly mesh much easier to work, look and optimize with. Especially with detailed stuff it can quickly clutter your viewport... In the end still not sure if you actually need to 'fully' tris your model at the end of the ride. Afaik, BIS models aren't all fully trissed anyway...the only thing that is important imho is to tris those face witch aren't planar (perfectly flat), as, like mentioned in the mind of its own tri convertion, sometimes the lightning angle/edge is created wrong or not simatric, witch can result in bad lightning effects. @klamacz: new pic of close ups not working for me. Also nvm regarding the 'sharp' edge comment of me, it seams to be that way (in blueprints...haven't check in pics). @xnodunitx: no comment, appart from looking very good. Hope you continue it and we might see it in the future . Share this post Link to post Share on other sites
nephilim 0 Posted September 11, 2007 models can be leave in quads but any engine will make tris out of them anyway but its qise to tell your polygons which way to triangulate if you want to keep a certain surface flow. on a flat polygon surface this isnt important as its flat lol Share this post Link to post Share on other sites
Messiah 2 Posted September 11, 2007 @ messiah, when I read your other post and you mentioned the 'pretty rainbow colours' it struck me that you may have used the wrong kind of Normal. I though ArmA used the tangent style map that looks kind of borish. nope, it uses the blue background and red/green/purple and whatnot height mapping - check the example models as they come with the bump maps too Share this post Link to post Share on other sites
Sennacherib 0 Posted September 11, 2007 show us the normal map. Share this post Link to post Share on other sites
Messiah 2 Posted September 11, 2007 got it working in the end - just a small confusion with the rvmat file and also being too cautious with the scale on my normal maps (i.e. not strong enough of a relief) Share this post Link to post Share on other sites
nephilim 0 Posted September 11, 2007 basic thumb rule if the normal map is dominantly blueish/violet then its a tangent space normal map like this http://unigine.com/documen....map.png object space normal map http://www.3dkingdoms.com/tut2.jpg the world space normal map dominantly uses red and green tones. last 2 sorts arent dynamic means they wont handle self shadowing or dynamic shadows arma might suppor the last 2 types but it would really work for animated things.. go for tangent space Share this post Link to post Share on other sites
Messiah 2 Posted September 11, 2007 well, its the first type, I didn't know my description of pretty rainbow would actually describe another normal map method I'd never heard of - lol - bit of a bad coincidence. Share this post Link to post Share on other sites
pathetic_berserker 4 Posted September 12, 2007 hehe, As always confusion reigns supreme! When Messiah mentioned rainbows i was thinking about an object space normal map And thank you for the clarification about the whole quad/tri thing. I have been doing my tris before going to O2, but really I'm a total novice with modeling, and I notice most of my time is lost to inefficient work flow. At least now I know why I do what I do. Also a little vid of a bunker, I'm working on. Very WIP textures are just place holders, but feel free to bag the rest And I would like some clues to help prevent players seeing so much of the outside world when in 3rd person. Is it worth looking into double sided faces? Share this post Link to post Share on other sites
nephilim 0 Posted September 12, 2007 looks good just make sure you add sharp/smooth edges. its like smoothing groups in max. select 2 verts (or more) in oxygen that form an edge press U to display them sharp or I to display them smooth ( or vice versa.. didnt had my coffee yet :P) Share this post Link to post Share on other sites
MehMan 0 Posted September 12, 2007 Is it just me or does the new O2 3ds importer also import smoothing groups? Share this post Link to post Share on other sites
nephilim 0 Posted September 12, 2007 try it on an explicit test model Share this post Link to post Share on other sites
dob 0 Posted September 12, 2007 yes smothing group import from 3dsMax work  OFrP Hurricane WIP Share this post Link to post Share on other sites
eddyd 0 Posted September 12, 2007 im working on hardened aircraft shelters pack all wip and so im working on some carts too still learning in O2ep Share this post Link to post Share on other sites
Shashman 0 Posted September 12, 2007 Hey eddyd, those HAS' look good! How will we get our aircraft in though, as reversing isn't possible? Share this post Link to post Share on other sites
Blackbuck 9 Posted September 12, 2007 On a side note how long did it take them to pin this thread considering how useful it is. Those shelters look rather nice I think I'd use them like in lord of war as armouries etc. Finally how many weapon trollies are you thinking of doing? Share this post Link to post Share on other sites
MehMan 0 Posted September 12, 2007 Well, I'm posting something I made very very quickly and I'm looking for help. Major help! This is the first time I've stepped into the realm of organic modeling(basicly something that is not a vehicle or a gun) and I'd require a lot of crits and help in this area to get this right. Help please! Even if you're harsh. I know this is complete crap. I plan on using BIS hands and head. Share this post Link to post Share on other sites
hoz 0 Posted September 12, 2007 On a side note how long did it take them to pin this thread considering how useful it is. 5 months. I just noticed yesterday about the request to pin the topic. Share this post Link to post Share on other sites
nephilim 0 Posted September 12, 2007 char looks nice his hole body looks rather flat tho. his bum is way too flat. same as his chest. the anatomy on the lower legs is pretty off. your legs are quite straight. in rl you couldnt stand like that legs should be bend inwards a tad. th outer shin muscle has to be lower than the inner. th front part of the sin (bone) is way too thick. if youd cut you shin cross wise youd basically had a broad egg shape feet a pointing inwards. they should point outwárds slightly the groin arae you made will deform very badly. take a look at the arma models. study some basic anatomy mate Share this post Link to post Share on other sites
eddyd 0 Posted September 12, 2007 nice toy soldier well shahman , here i have make a new HAS one from Misawa airbase in japan that the doors go open front and back side Share this post Link to post Share on other sites
Blackbuck 9 Posted September 12, 2007 On a side note how long did it take them to pin this thread considering how useful it is. 5 months. I just noticed yesterday about the request to pin the topic. Thanking you very much for gettign round to it lol. Share this post Link to post Share on other sites
TabloMaxos 0 Posted September 12, 2007 Just a bunker I made (Way too fast, about 10-15mins). Share this post Link to post Share on other sites
Sennacherib 0 Posted September 12, 2007 @ Mehman. you could import the BIS model on max, and make the needed modifications on it. so you will have the good position of the body ready for Arma. And the head will fit perfectly the body. yeah, i know the BIs model has a trousers etc, but this is maybe not difficult to change that. a basic tutorial: http://www.vecpix.com/tutorials/3dstudio/sm013.php a tut to create a head, but also useful for a body: http://www.3dtotal.com/team/Tutorials/self_portrait/self1.asp tuts about the organic modelling: http://cg-india.com/tutorials/3dsmax_tutorials_organic_modeling.html http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Quote[/b] ]study some basic anatomy mate tutorials!! Share this post Link to post Share on other sites
TankCommander 3 Posted September 13, 2007 @MehMan One suggestion is to change the reference image as it's completely wrong. The human body doesn't look like that and you don't need to study anatomy to know that First step is to try to find a good picture, even photo, of someone standing (with or without clothes doesn't really matter) and even if their arms aren't in that same position you can always shift them to arma default specs. Otherwise just read some organic modeling tutorials and study the topology of organic meshs because this isn't an easy area Share this post Link to post Share on other sites
TabloMaxos 0 Posted September 13, 2007 Well, I'm posting something I made very very quickly and I'm looking for help. Major help! This is the first time I've stepped into the realm of organic modeling(basicly something that is not a vehicle or a gun) and I'd require a lot of crits and help in this area to get this right. http://img174.imageshack.us/img174/4042/untitled6nx5.jpg http://img63.imageshack.us/img63/3872/legsky7.jpg http://img63.imageshack.us/img63/8430/backqs8.jpg http://img102.imageshack.us/img102/7351/test1ds6.jpg Help please! Even if you're harsh. I know this is complete crap. I plan on using BIS hands and head. Now I have noticed it!!! Why model the pockets when you could do this with textures? It coulde save you many polys. And it is not complete crap. I like it. Share this post Link to post Share on other sites