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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 wink_o.gif.

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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 smile_o.gif

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@ 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

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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)

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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

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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.

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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?

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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)

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Is it just me or does the new O2 3ds importer also import smoothing groups?

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im working on hardened aircraft shelters pack

all wip

shelterpack.jpg

dutchshelter.jpg

russiashelter.jpg

and so im working on some carts too

bombcart.jpg

ammocart.jpg

still learning in O2ep

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Hey eddyd, those HAS' look good! How will we get our aircraft in though, as reversing isn't possible?

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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?

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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.

untitled6nx5.jpg

legsky7.jpg

backqs8.jpg

test1ds6.jpg

Help please! Even if you're harsh. I know this is complete crap. I plan on using BIS hands and head.

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On a side note how long did it take them to pin this thread considering how useful it is.

5 months. biggrin_o.gif I just noticed yesterday about the request to pin the topic.

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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

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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

koreahas.jpg

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On a side note how long did it take them to pin this thread considering how useful it is.

5 months. biggrin_o.gif I just noticed yesterday about the request to pin the topic.

biggrin_o.gif Thanking you very much for gettign round to it lol.

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@ 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.

wink_o.gif

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!!

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@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 wink_o.gif 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 smile_o.gif

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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.

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