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first 3D model [WIP]
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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sat Nov 25, 2006 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice work, i rather suck at mechanical models, too used to subsurf modelling

alos, to everyone thinking blender has a bad interface, it's meant for a quick workflow, follow some tutorials and you'll get used to it real quick

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Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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DJFreestyler
Cyborg Engineer


Joined: 15 May 2003
Location: The Void

PostPosted: Sat Nov 25, 2006 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

ViPr wrote:
you guys need to round your edges meaning your sharp edges are supposed to be tiny curves. so far i don't know if there's a plug-in yet to do it. and btw when i say round your edges i don't mean literally. you could do some tricks to give the impression that they are rounded. it could be done merely by texture tricks. look at the visual difference here, this is a non texture way of doing it just to show the look you must try to achieve somehow:

http://www.geocities.com/vi_pr/round_edge_test/round_edge_test.htm


That is true for high detail models. However, for low detail models, i.e. those you usually create for games, the extra amount of polygons outweighs the added visual detail. And unless you use normal maps, there is no way to make the edges round without also increasing triangle count. (Ignoring smoothing groups as you still want the edge there.)

This is especially true for strategy games, as you usually see the units only small on the screen, meaning you will not see a terrible amount of detail. If you can get nearly the same result but with lower triangles, do it! Less triangles is never bad, as you'll have resources spare for more models on your screen, or for more effects.

P.S. For those interested, there are tools in most modelling programs that can do exactly that, rounding edges. In max you'd use the chamfer tool and with maya you'd use bevel.

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ViPr
Gauss Rifle Trooper


Joined: 30 Dec 2004

PostPosted: Sun Nov 26, 2006 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

i know the ingame models are supposed to be low poly but the source models are supposed to be high poly.


when i said automatically i meant also selects the sharp edges automatically, and it needs to be a modifier so you can switch between sharp edges or rounded edges with one click so you can modify the basic geometry later without having to redo all the edges again.

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