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Making 3D models for use in C&C3
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Stingerr
Stealth Laser Trooper


Joined: 11 Jan 2005
Location: The Netherlands

PostPosted: Tue Jan 18, 2011 7:40 pm    Post subject:  Making 3D models for use in C&C3
Subject description: What do you people need?
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Hello guys,

I have not been very active for a long time, but since I have some more spare time on my hands now, I decided it would be a good idea to make high quality 3d-models for use with the engine of C&C3. I want to make all the units of TS in 3D, for you guys to use in your mods. All these models will be for download in the Media Hut --> 3D models - section. I can make really high detailed models with ease, so lower detailed ones for game-design purposes won't be hard for me.

All I have are a few questions.

1. What is the polycount I should be aiming for in C&C3?
2. I work with maya, and I think I will be getting troubles exporting it in 3DS format, so all the models will be .OBJ files for now. Will that be a problem? Since a lot of you guys use 3DSmax as your main 3D-program.
3. I can UV-map, but the question is, will the UV-maps be preserved when I export the model as an OBJ file?

I want to be as useful as possible here, so everybody who downloads my models can work with them if they have knowledge about how 3D-programs work.

I hope I get some feedback here. Greetz, Sting

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Tue Jan 18, 2011 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.
Roughly
Infantry: <1000 tris
Vehicles: <2000 tris
big Vehicles: <4000
structures: <5000
This should be the maximum.

2+3.
Depends on the exporter you use and the importer others use. The standard max obj importer isn't that good, obj has a very wide range of different versions out there. Though I think they should be near identical as its the same company behind them.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Tue Jan 18, 2011 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry = Lower polygons for cheaper lower tier infantry, higher for cyborgs, maximum ( Has in building maximum ) for Hero units. It's all well and good having your basic infantry made of half the polygons has a hero unit, but if the basic infantry is being built in squads of 9 and are cheap then impact on engine resources will be massive.

Double the polygon count on everything else in the above list and your good to go.

If someone wants to trim the polygons so their generals playing friends can enjoy the mod, let them do it themselves.

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