KatsBits Community

Game Editing => 3D Modeling & Content Creation => Topic started by: kat on December 13, 2009, 07:20:54 AM

Title: 3D Modeling WIP Topic
Post by: kat on December 13, 2009, 07:20:54 AM
Post your 3D modelling WIPs in this topic. This is stickied so it stays at the top of the forum.

Please remember to keep images to a maximum of 720 pixels in width/height, linking out to larger images where necessary. You should also consider providing details and information about what you're doing so others know what's what without repeatedly asking for it.

Old WIP topic on previous forums (no longer available), lots of work can be seen there.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 14, 2009, 01:44:04 AM
kat, are we starting this topic again or merging the one from the old forum? I don't mind either way, just curious :)
Title: Re: 3D Modeling WIP Topic
Post by: kat on December 14, 2009, 01:58:27 AM
Continuation.. I'll be adding a link to the old one when I get a chance.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 14, 2009, 04:43:33 AM
understood, cool and here's some images of my latest tests with projection painting and layering normal maps in blender:

the 1st image shows the result of projection painting used to make the rock's base normalmap. the 2nd image shows one of the normalmap layers used in the projection painting and the rock's high frequency normals enabled in the material slot. and the 3rd image has the crack normals enabled.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image781.jpg&hash=4cfed1ca2f8cbc5a35073fcfb62189470bf5b6cb) (http://i104.photobucket.com/albums/m177/ratty_redemption/image781.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image782.jpg&hash=35fdc97effcc0257cca2578f4765600b5e1db0df) (http://i104.photobucket.com/albums/m177/ratty_redemption/image782.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image783.jpg&hash=4d676ac0184d65f895e0e3c4480bf0eb90de1116) (http://i104.photobucket.com/albums/m177/ratty_redemption/image783.jpg)

one of coolest things I found was that projection painting will work with glsl mode, so  we can see a real time preview as we paint the normalmaps :)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 14, 2009, 06:30:01 PM
I think I've got the basic art and tech worked out now for these rocks, so next on my to do list is add in more cracks to their detail layer, which will also be tileable so can be used on the rest of the rocks in this group.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image784.jpg&hash=8465dd5059c7c9e118caf2e9152ca98a8a33b204) (http://i104.photobucket.com/albums/m177/ratty_redemption/image784.jpg)

edit: there isn't any custom spec or ao maps shown here, I'll make those after I've finished the crack layer.
Title: Re: 3D Modeling WIP Topic
Post by: kat on December 14, 2009, 06:47:00 PM
When you place the cracks think about where a rock like that would be stressed, that small crack on the top could be pushed back to the inner area where the shape changes and slopes upwards (to the upper area), so you take advantage of what would be a natural area where the object would be naturally stressed under the impact of whatever it was that broke the outer edge/side bit.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 14, 2009, 09:15:36 PM
thanks kat and good suggestion, I'll keep this in mind if I'm going to make unique cracks for each rock. although first I'm going to test tiled cracks over the group of rocks that one came from.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 20, 2009, 10:45:32 PM
I've just completed a test with using vertex weight painting to determine the strength of the displacements around the edges of my cracks. also as this was only a small part of the model, the baking was very quick.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image786.jpg&hash=b08e5fab1c60d2f88c6b815e1c1b9f1b9c51e1af) (http://i104.photobucket.com/albums/m177/ratty_redemption/image786.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on December 21, 2009, 11:54:25 PM
Although all this experimentation is good, I can't quite see where you're going with it. To me looking at this from the outside, you're putting in a disproportionate amount of work without the corresponding return. What's you ultimate goal with all this? Will it make doing certain steps in asset production faster? Is combining normal maps the way you've been showing a quicker process than doing the same sort of thing in a photo-editor and so on.
???
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 22, 2009, 12:33:27 AM
good questions kat, and as you know I am a slow worker when figuring out how to do things for the first time, but ultimately I hope to use blender as my main app in the asset production, and I think several of these techniques are giving me more control over those assets then I would have swapping between various apps.

of course I might be wrong, time will tell but I am really enjoying myself so I don't feel any of these experiments are wasting time.

dersaidin has just asked me to work on a cliff face from his teams current map, and that will be a good practical test of the techniques I've been developing.
Title: Re: 3D Modeling WIP Topic
Post by: kat on December 22, 2009, 12:46:32 AM
Oh it's certainly not a waste of time. As you quite rightly said, it's what you're enjoying doing ATM. What I was curious about was where or what this work is leading to, especially since when you normally do something it's to work out a process on route to an end result. Right now I can't see one, unless it's to stock up on 'ideas' or just 'experience'. So yes, involvement in the project you mentioned will be helpful to you, especially with regards to production time-frames, I'm not sure how much of the tricks you've been tinkering with you'll be able to use because when you're on a team stuff like that goes out the window in favour of getting finished results in as quickly as possible.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 22, 2009, 12:58:04 AM
again good points and I knew you weren't suggesting I personally was wasting time, considering we both do this kind of thing for a hobby. but whether we can recommend these techniques to other people will become more apparent after the techniques have been used like you said in a team environment.

for me personally the experience I'm gaining in just learning what blender can do is definitely going to help me in the long term, and although I consider a lot of my current work to be tests, I am keeping most of the prefab type models I'm making, for example these crack objects will hopefully be used in several different models or textures, especially as they can be scaled and rotated easier then with a photo source.

Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 23, 2009, 06:08:24 AM
dersaidin said I could post my wip cliff face I'm making for his map, so here is the cliff model (colored green) which he sent me with my particle rocks (red and blue) painted onto it.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image787.jpg&hash=75105e9619f0cc0991b0578ada56d8c08d89a5af) (http://i104.photobucket.com/albums/m177/ratty_redemption/image787.jpg)

after dersaidin has given the go ahead I'll shrink wrap a high density mesh over these then decimate it down to the poly limit of 5000 and clean the mesh up by hand.
Title: Re: 3D Modeling WIP Topic
Post by: kat on December 23, 2009, 06:22:11 AM
5000? You'll reduce further right? I say that because that seems like a heck of a lot of polygons for that sort of structure, this whole terrain section I did for UC09 was around 5600 and that's an objects that's 4096x4096, so you should be able to knock yours back quite significantly... unless there's a specific reason for the 5000 limit?

(https://www.katsbits.com/misc/unearthly-challenge-09/uc09_editor-realtime_sml.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 23, 2009, 06:37:30 AM
thanks kat, and that was just the limit that dersaidin mentioned, if I can keep it in the hundreds then I'll do so, especially if this model ends up using a custom material with unique normal, spec maps etc then I can save a lot of polys.

oops, I just realized the image I posted was 1/3 of the cliff face. but still the 3 cliff sections probably aren't as large as your terrain there.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 24, 2009, 06:54:07 AM
I tried a slightly different method of shrink wrapping but it won't then decimate the mesh, due to loads of non manifold errors. so tomorrow I'm going to try again. anyway here's an image of today's attempt.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image788.jpg&hash=1a7cbf06227cc23b3d8c464fd4f66da81a6ee35d) (http://i104.photobucket.com/albums/m177/ratty_redemption/image788.jpg)

edit 1: I managed to fix the shrink wrapping :) this images shows the mesh still with the off cut verts which I'll remove when I decimate and clean up the mesh tomorrow.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image789.jpg&hash=21aabbd411a80be32b3ad080b5eb297d9583425c) (http://i104.photobucket.com/albums/m177/ratty_redemption/image789.jpg)

admin: Ratty where-ever possible try and consolidate posts rather than doing consecutive ones, it just keeps things a bit more tidy and logical. kat

edit 2: here is the cleaned up mesh after skrink wrapping.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image790.jpg&hash=037cbe0b5cadd280d288f8c2199bf6e399824cb9) (http://i104.photobucket.com/albums/m177/ratty_redemption/image790.jpg)

I think this is detailed enough and is about 1000 tris for the 1st out of the three cliff sections I'll be working on.

edit 3: after some tweaking of the new mesh to help baking, I've now got a working normal map. I also tested my glsl material from my rocks on this cliff face with a few scale values increased. I'm intending the crack layer to have more cracks, even if it's not going to be used on this model.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image791.jpg&hash=1e7b646aa5e940defaeb1c92d5598c02140799fb) (http://i104.photobucket.com/albums/m177/ratty_redemption/image791.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image792.jpg&hash=083c34a34d1a7dc5f0076e3ba91a8324434b930d) (http://i104.photobucket.com/albums/m177/ratty_redemption/image792.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 24, 2009, 05:54:53 PM
sorry kat, and I will try to remember to do so. if I ever forget feel free to merge my posts :)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 26, 2009, 06:54:23 AM
starting a new post for this image as the previous post was getting too long I think.

I've not done any more work on the crack normal layer today, but I think I've improved the diffuse and basic/detail normal layers.

in this perspective image, the camera is quite close to the cliff face and there is still a lot of high frequency detail. next on my to do list is try to mix in some more variation to the diffuse and then add to some cracks, over the next few days I'll then work on the other 2 sections of this cliff.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image793.jpg&hash=dd747ef38a6e50849deb2255ab26ccda1b9c7700) (http://i104.photobucket.com/albums/m177/ratty_redemption/image793.jpg)

edit 1: here's two images of the latest diffuse tests. I used a photo source of real rocks for the basic diffuse layer and a smaller tiled dirt texture for the detail layer. the normal maps are the same as in the last images. also none of these recent images have ao or spec maps, just the uniform spec lighting that comes with blender.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image794.jpg&hash=660f4be21238e30ef16fc7bd4e4b512255400495) (http://i104.photobucket.com/albums/m177/ratty_redemption/image794.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image795.jpg&hash=ba369945059107de2fe67cc15bbb331c461025c1) (http://i104.photobucket.com/albums/m177/ratty_redemption/image795.jpg)

edit 2: in between mainly doing real life stuff over the last few days, I've managed to do enough of the new rock material to be satisfied for the time being. so for the next few days I can focus on the meshes again. after that I'll probably do some more work on the crack normals.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image796.jpg&hash=607f7a1f37099f3c281c10f4eaabd2d10b624a57) (http://i104.photobucket.com/albums/m177/ratty_redemption/image796.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image797.jpg&hash=78b1c38e8bf43987f3a2375a36f9b7dc4c87871c) (http://i104.photobucket.com/albums/m177/ratty_redemption/image797.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 01, 2010, 09:40:43 AM
What did you get the final poly count down to? I'm not sure you really need to do too much else to this, based on the shots above it looks pretty good so I wouldn't go OTT with the 'crack' layering else you may end up over-egging the pudding, especially if the cracks don't follow the general contours present in the mesh. Did you use a tiled texture on this as well? That might allow you to do some nice blending top and bottom with other textures to break up the 'uniform' appearance you've got atm. Nice job so far though *thumbsup*
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 01, 2010, 10:02:09 AM
I've not yet tweaked the mesh so thats still about 1000 tris for this section.

the material consists of a 1024 size dark grey photo sourced rock texture, which is tiled 2x vertically and horizontally, then a 256 size light brown dirt texture tiled 24x, a 1024 size baked normalmap from the model mixed by nodes with a baked normalmap of the diffuse, then a 1024 size detail normal map with cloud type noise, and finally a specmap mixed in the nodes from the diffuse.

so no specific crack detail layers, do you really think I could leave them out?

and can you elaborate on the "blending top and bottom with other textures" do you mean rock to grass type alpha blending?

I'm open to any suggestions for improving this but agree there probably isn't much more needed.
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 01, 2010, 12:35:03 PM
The problem with cracks is the same as we've discussed before in that they have to follow a basic principle regards to *where* they appear. The problem most people have with rocks in general is that they don't think about what it is they're doing, by that I mean they don't think about the *type* of material the object they're working on is made of - rock breaks in a particular way, and different rock breaks in different ways. So cracks and stress fractures appear in specific places for specific reason, so whilst you could do something very generalised there's also a danger of over doing it and removing the 'reality' all objects need to have for us to 'believe' what we're observing because the tiling places the cracks in odd places that don't make sense relative to how we understand rock to behave. So yes, based on the images you've posted, adding cracks may not add anything in terms of believability.

Instead, what I'd look at now is breaking the uniform appearance by now using some vertex blending, run some grass along the bottom or top or the rock face so the object looks like it 'lives' somewhere. You might be a bit restricted here though depending on where the models are going (engine tech) as you'll be limited to what sort of blending you can do (the same problem I've got with those terrain sections I was working on for Unearthly 09).
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 01, 2010, 03:01:46 PM
understood kat and thanks a lot :)
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on January 02, 2010, 06:52:21 PM
How does the shrink wrap process work the way you're using it? Are you forming the shape with the rock particles and then taking a super sub-divided mesh plane and shrinking it around the contours of the rock shapes to get a bumpy terrain mesh as a result?
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 03, 2010, 12:28:27 AM
milk, yes that's basically correct :)

imo the advantage of this workflow as opposed to modeling the low poly mesh by hand from the beginning is that once the particle library has been built, which is somewhat time consuming, the library objects can be reused countless times and the particle painting is very fast. also we don't have to worry about the poly count of that stage, or the edgeflow, or the particle objects overlapping.

after a high density mesh has then been shrink wrapped over the particles, they can be discarded, although the original library objects are likely to be kept to be used on another model. and the new mesh will need some cleaning up by hand after its been decimated down to the desired poly count.

I guess it's an alternative to high poly sculpting, but for me being slightly more technical then artistic its a lot easier to produce desired results. and a less powerful computer is needed as the most processor intensive stage is the decimating, which can take several minutes, but surprisingly the shrink wrapping is almost instant and because the high poly mesh doesn't need editing by hand, blender seems to be able to cope with it quite well.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on January 04, 2010, 07:35:05 PM
@ Ratty - Cool beans. I imagine you could apply your shrink wrap technique to some spherical shapes and get some wicked organic stuff going on (thin film with a fresnel shader over something like a bunch of eggs or something)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 04, 2010, 07:55:19 PM
milk, good idea and yes, plus with recent work for dersaidin, I've found we use non planar meshes for the shrink wrapping, in my previous tests I could never get those to work, so in theory any shape could be achieved.
Title: Re: 3D Modeling WIP Topic
Post by: dersaidin on January 06, 2010, 12:35:23 PM
Hey guys,

I'm looking forward to see Ratty's cliffs ingame, they're looking great so far :D

The limit of 5000 was for the entire cliff (2 other sections), and in retrospect it is rather large.
Under a thousand for each section will be more appropriate, still quite generous. However, these particular cliffs are in a position where vis portals will be able to exclude them quite effectively when they're out of sight, so we can afford this tri count.

Heres a short video (http://www.dersaidin.net/weaver/media/casting.avi) (30MB) showing some spell casting and some of the building models Trak has done. This is the same map that Ratty's cliffs is for. As you can see the HUD, spell effects, and most of the map is still certainly WIP, but its starting to come together. Theres a few graphics artifacts there (glsl water shader = noisy pixels) due to recording to video.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 06, 2010, 01:57:52 PM
I've not done any blender work for a couple of days but as I told dersaidin in an email, I managed to get the tris count of the first cliff section down to 700, any more then that and I think it would loose too much of its boulder type shapes. for the next 2 sections I plan to have some smoother parts so they can be optimized more.

heres a series of images with various materials layers turned on.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image798.jpg&hash=d0851789b09e3c55aeadb03cd1ebb6e4156e7a90) (http://i104.photobucket.com/albums/m177/ratty_redemption/image798.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image799.jpg&hash=c6b3c980a5a38875ed9d590479919d304d9c1364) (http://i104.photobucket.com/albums/m177/ratty_redemption/image799.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image800.jpg&hash=f9645d3a5b7ee95e7e5b9944d906cd40e24c578d) (http://i104.photobucket.com/albums/m177/ratty_redemption/image800.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image801.jpg&hash=20d6c9e57d4922ceb56680302e8eff9f1bd9f16c) (http://i104.photobucket.com/albums/m177/ratty_redemption/image801.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image802.jpg&hash=ac76066a29c5e9ecbf90f46475a4d851a158364a) (http://i104.photobucket.com/albums/m177/ratty_redemption/image802.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image803.jpg&hash=ca3ac9ab6ca46bd405fe32066a083c178aa5437e) (http://i104.photobucket.com/albums/m177/ratty_redemption/image803.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image804.jpg&hash=68375ee712bed3542dfb9f9da1ccf99f81986b55) (http://i104.photobucket.com/albums/m177/ratty_redemption/image804.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image805.jpg&hash=db5d9a03d6008fba4886eb0bf9e8cd7e9ef40a73) (http://i104.photobucket.com/albums/m177/ratty_redemption/image805.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image807.jpg&hash=77710293b96d2004fbdca3baa5f1708b0ef59cbb) (http://i104.photobucket.com/albums/m177/ratty_redemption/image807.jpg)

Quote
Heres a short video (30MB) showing some spell casting and some of the building models Trak has done.

the buildings look good so far, but I was getting some motion sickness watching you wander around and especially side stepping while casting the spells, due to the view bobbing being on. can it be turned off like in d3?

also sorry to say but that water looked awful and was also giving me a headache, surely that can't be the result of the capture app or codec? I seriously would leave that out of any videos until you guys have got it smoother looking.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on January 06, 2010, 05:35:39 PM
I managed to get the tris count of the first cliff section down to 700, any more then that and I think it would loose too much of its boulder type shapes. for the next 2 sections I plan to have some smoother parts so they can be optimized more.


*cough* parallax *cough* :)

Would it be possible to get some normal/diffuse/specular mapped shots with a point light or two in the render? The images are a bit dark on my monitor so I can't really make out any features on the textured shots.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 06, 2010, 06:36:10 PM
@ milk, I'll take some better lit shots later :)

and elaborate please on what you were thinking with parallax? since d3 doesn't support it natively my only experience with that effect is in crazybump.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on January 06, 2010, 08:49:25 PM
!

didnt know it was for D3.

In that case, ignore me :D

this (http://www.legitreviews.com/images/reviews/1040/parallax_large.jpg) is what I was thinking of though. That's a single plane with parallax displacement.

I never really did get crazybump's parallax working in such a way for me.
Title: Re: 3D Modeling WIP Topic
Post by: dersaidin on January 06, 2010, 09:04:41 PM
the buildings look good so far, but I was getting some motion sickness watching you wander around and especially side stepping while casting the spells, due to the view bobbing being on. can it be turned off like in d3?

also sorry to say but that water looked awful and was also giving me a headache, surely that can't be the result of the capture app or codec? I seriously would leave that out of any videos until you guys have got it smoother looking.

Yes, the bobing is a cvar. The water looks fine normally, it was just caused by the video capture.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 06, 2010, 09:49:53 PM
@ milk, thats an impressive use of parallax, I see what you mean now. and what app or engine is that for?

@ dersaidin, understood and how are you capturing the video?
Title: Re: 3D Modeling WIP Topic
Post by: dersaidin on January 07, 2010, 09:33:20 AM
Xreal has a /video command which outputs to an uncompressed .avi file (only available during demo playback).

Xreal also supports parallax.
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 07, 2010, 12:08:53 PM
...I never really did get crazybump's parallax working in such a way for me.
As far as I'm aware CrazyBump doesn't 'do' parallax per say, the effect is created through the use of the displacement map that it can generate as part of your texture set. I'm not sure parallax would help for 'supra' detail - i.e. giving surfaces structure, as opposed to 'super' detail, giving larger structure more fine detailing - the cave areas in Oblivion would be a good example of that. Anywho, XReal supports normal maps so it should be possible to do decent structures within the limitations presented by their tech.

@ Ratty: 700 will give you a good compromise prefab based on the way the tech works (as per dersaidin's comment on culling).
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 07, 2010, 12:22:43 PM
@ dersaidin, understood and you could try using the fraps app, I've seen it capture shaders like water.

@ kat, interesting and understood.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 07, 2010, 02:08:30 PM
@ milk, I uploaded those images again using brighter lights, hope this is helps?

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image804.jpg&hash=68375ee712bed3542dfb9f9da1ccf99f81986b55) (http://i104.photobucket.com/albums/m177/ratty_redemption/image804.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image805.jpg&hash=db5d9a03d6008fba4886eb0bf9e8cd7e9ef40a73) (http://i104.photobucket.com/albums/m177/ratty_redemption/image805.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image807.jpg&hash=77710293b96d2004fbdca3baa5f1708b0ef59cbb) (http://i104.photobucket.com/albums/m177/ratty_redemption/image807.jpg)

 
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on January 07, 2010, 04:24:04 PM
ooo much better. You can really see the detail in the second shot.

I wonder how it would look with D3 light-emitting lava at it's base and an open space to some cold blue sky above :)

Are you working on an all-terrain map similar to the cave map for Q4 Kat had released or is this just part of an outdoor area for a mostly indoor environment?
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 07, 2010, 06:07:41 PM
@ milk, thanks and I'll make sure all of my images are bright enough from now on.

this particular model is for dersaidin's xreal project. there is going to be a sea at the bottom and iirc some grass at the top, with a castle nearby. should be cool when its finished. I'm just helping his team with the cliffs and rock atm, and I will be using the skills I learned with this for my d3 hell map project. so hopefully will be doing some tests with lava in the near future :)
Title: Re: 3D Modeling WIP Topic
Post by: Savage on January 09, 2010, 07:34:29 PM
One of my monsters for UT3. It is the old unreal gasbag with some UT3 tech behind it.

This is the high poly normal reference:
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fi563.photobucket.com%2Falbums%2Fss78%2Fsavagedogg%2Fhighpolynormalref.png&hash=593d286e71cc0d84842fcd234f791a14f79ace6f)

I used alpha textures I made in GIMP to get the veins and scars and leathery texture and I retopo to get low poly

The following is low poly with normal, specular, and diffuse:
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fi563.photobucket.com%2Falbums%2Fss78%2Fsavagedogg%2FGasbagwithmaterials.png&hash=72991f1b42bac8635bc8f2820061ebb97e4273cc)

WIP
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 09, 2010, 08:02:44 PM
cool and thanks for showing us the images and explaining some of your workflow.

would you mind showing us the alpha textures used here? also what poly count are those models?

my old pc I'm working on doesn't like hi poly sculpting or editing in blender although it can bake from about 1 million polys.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 26, 2010, 12:25:52 AM
I've had a ton of real life distractions so far this year, but over the last 3 days I finally got some work done in blender. The red section of this cliff face is new and I've tried to get more of a flow to the edgeloops.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image809.jpg&hash=8275c498bf71fcc1232c186bce1addbed0b1b544) (http://i104.photobucket.com/albums/m177/ratty_redemption/image809.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: dersaidin on January 27, 2010, 11:41:39 AM
Cool Ratty :D
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 27, 2010, 12:54:53 PM
@ dersaidin, thanks and this section is almost finished, just got to finish tweaking the uv's for the bakes, but as it will be using the same material as the other section I don't have to do any experimentation.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 28, 2010, 11:51:56 PM
I managed to do some more blender work today. here is the 2 cliff sections with their unique normal (low frequency) layers. they share the same diffuse, spec and normal detail (high frequency) layers.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image810.jpg&hash=87d6a5a13b6064ac753396f2bab672f7c4847a72) (http://i104.photobucket.com/albums/m177/ratty_redemption/image810.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image811.jpg&hash=920496eb282525dd43c3bb95b32c2c83ba26c929) (http://i104.photobucket.com/albums/m177/ratty_redemption/image811.jpg)

although not very obvious from this camera distance and fov, I couldn't find a way to tile the materials across the sections so there is a seam. this was due to apparently the baking needing all the uv's to be within the default image space, usually uv's can extend beyond that space if the materials use tiling diffuse, spec layers etc.

@ kat, did you find the same limitations with your tiling prefab rock models?
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 29, 2010, 06:25:49 AM
Yes, it was the same problem we discussed here (https://www.katsbits.com/cgi-bin/ikonboard.cgi?act=ST&f=3&t=20&st=420#entry435). You have to do some fiddling about in your photoeditor to fix this issue.. or... hide the seam using another asset or in a deep crack or something like that (which is what Bethesda did with the caves in Oblivion).

(https://www.katsbits.com/images/tutorials/texture-tiling-principles/blender-tiling-texture-model-set.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: dersaidin on January 29, 2010, 10:49:26 AM
Yeah, merging it perfectly isn't worth the effort when you can just as effectively cover it or disguise it some how.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 29, 2010, 01:17:26 PM
thanks guys, and kat I now remember your previous posts. did you ever turn those into a tutorial?

in this case I don't want to tweak the textures as several of them are intended to be used on different models, so I think your suggestion of hiding the seams in cracks is the best solution. I have used that technique before with single rocks so it should be reasonably straight forward.

edit: although it was quite easily to model a deep crack in the meshes to hide the texture seam, I didn't realise the shared spec map would look wrong. as shown in the image below. I don't want to make unique spec maps so I'm going back to the previous version of the mesh and see what else I can do.

@ dersaidin, don't worry I won't spend long on the seam, and I intend to start work on the 3rd section over the next couple of days, if real life doesn't get in the way too much.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image812.jpg&hash=a6fb9c4dc5bbf1142c72b4b81cffea3b67969c26) (http://i104.photobucket.com/albums/m177/ratty_redemption/image812.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image813.jpg&hash=322549f736aab4525aba3800bfd1502f7048fcdb) (http://i104.photobucket.com/albums/m177/ratty_redemption/image813.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 01, 2010, 10:34:02 AM
That doesn't look too bad, you might be able to 'hide' it a bit more by pulling some of the rocks out a bit so it doesn't look like a deliberate join.

I finally managed to get some time to myself to continue on with a model that I've been working on for a long time, it was going to be made for a Wolfenstein mod but as they don't look to be releasing the tools I guess I'll have to make my own game! hehe. Anywho, it's part of the suspension from WWII Bren carrier and has been the cause of mush frustration because it's such an awkward shape - the real things are cast iron iirc and the design varies depending on where and when the item was manufactured, although they all use the same cantilevered design. I still need to build the springs (the bar that runs along the top between the two arms) and some bits are fudged but it looks like it's supposed to ;o) Oh and the image below are for the highres to bake normal maps from.

(https://www.katsbits.com/images/models/misc/bren-carrier-suspension-render.jpg)
(https://www.katsbits.com/images/models/misc/bren-carrier-suspension-solid.jpg)
(https://www.katsbits.com/images/models/misc/bren-carrier-suspension-wire.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 01, 2010, 12:16:38 PM
@ kat, thanks for the tips. I'm trying the tweaked uv's and image approach and getting much better results, so I don't think I'll be using those types of cracks to hide seams.

and impressive mesh work there, was it poly/box modeled or did you use curves?
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 01, 2010, 01:30:01 PM
I haven't had much time over the last few days to work in blender but the 2nd image below shows the progress I've made with the seam. still wip though.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image814.jpg&hash=6f6381e80da16a7b4f2bf2c93d39af5f83c22def) (http://i104.photobucket.com/albums/m177/ratty_redemption/image814.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image815.jpg&hash=d9925b97c04c2447ee5004ea62a8b6d5d8795cd7) (http://i104.photobucket.com/albums/m177/ratty_redemption/image815.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 01, 2010, 02:43:50 PM
This is what the suspension started out as, 'box' modeled, sort of. This is just the main section though but the whole arm started out like this.

(https://www.katsbits.com/images/models/misc/bren-carrier-suspension-cage.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 01, 2010, 03:53:48 PM
@ kat, understood and cool :)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 05, 2010, 02:04:27 PM
while I'm working on the mesh for the 3rd cliff section, here's an image of the seam between the first two sections. the results turned out better then I thought they would, with only really the smooth group shading indicating where the seam is, and from a distance it's barely noticeable :)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image814.jpg&hash=6f6381e80da16a7b4f2bf2c93d39af5f83c22def) (http://i104.photobucket.com/albums/m177/ratty_redemption/image814.jpg) (https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs104.photobucket.com%2Falbums%2Fm177%2Fratty_redemption%2Fth_image816.jpg&hash=269e44a07b9579a90fcad4c89fb4506446e1a128) (http://i104.photobucket.com/albums/m177/ratty_redemption/image816.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 05, 2010, 02:13:52 PM
Seam? What seam. I can't see any seam.  ;) Nice job there, it is actually quite difficult to make out where it might be, and that's all you really need for those sorts of objects.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 05, 2010, 02:32:58 PM
@ kat, hehe, thanks and this was mainly done with stretching the uv's around the seam which was quite easy once I developed the workflow. I also baked the two sections at the same time, with a 2048x1024 normalmap then split it in psp8, so on the low frequency bake there is no seam at all.
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 07, 2010, 07:47:28 AM
Rivets.. lots of them (over 450 and still counting). I have to question the effort involved in adding this sort of detail to a model when the normal maps these will generate will have these things occupy just a few pixels - it's taken me the best part of a week to add these (in between other things). This sort of thing seems to be to be better off done mucking about with 2D height templates and normal map programs like CrazyBump.

(https://www.katsbits.com/images/models/misc/bren-carrier-rivits.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 07, 2010, 12:44:20 PM
@ kat, were you placing these by hand?

you could use particle objects and spawn them along vertex groups following certain edges or vertices. that would be very quick in comparison.
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 07, 2010, 01:19:29 PM
Yeah, I thought there might be a quick way not sure how using an automated approach would allow for these things being slightly off-kilter as they don't exactly line up on the real thing (being hand placed rivets) and are slightly different sizes. I don't mind so much though as it's oddly therapeutic!
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 07, 2010, 02:50:42 PM
@ kat understood and we can enter a few random variables with the spawning of particle objects.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on February 09, 2010, 07:14:18 PM
Sounds like we need some kind of "mesh paint" tool for Blender. Have a target mesh and a "stamp" mesh and paint the stamp mesh on to the target mesh. Something similar to the alpha brushes in Zbrush perhaps. But on a bigger scale since we'd actually be placing a mesh on to another mesh and the faces on point of addition would have to tesselate correctly.
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 10, 2010, 06:45:50 AM
I did think of using 'dupliverts' but to get the best out of that I'd probably need to 'path' the duplicated models so they follow a route. Being able to 'paint' meshes might be the most straightforward - load up an "OB:" as your 'brush' and paint along a surface.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 19, 2010, 12:45:28 AM
for the first time since my hdd died last week, I've been able to get on with my blender work. these images show the 3rd cliff section (in blue)

(https://s104.photobucket.com/albums/m177/ratty_redemption/th_image817.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image817.jpg) (https://s104.photobucket.com/albums/m177/ratty_redemption/th_image818.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image818.jpg) (https://s104.photobucket.com/albums/m177/ratty_redemption/th_image819.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image819.jpg)

tomorrow I hope to get the uv's and baking done.
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 19, 2010, 08:18:07 AM
Starting to shape up quite nicely now.

I have to say though that you've really got to work on your production speed as I think you're getting trapped in the exercise of the technique rather than actually producing the assets you need to be doing, the longer you take to make something the more delays it introduces into the development chain of the entire project, level designers waiting for assets and such like. I think I said at the time when you started using this shrink-map process that you'd have to weigh up the time it takes vs the output you create, granted we've got Real LifeTM to work around but you've got to increase your output whilst keep the quality in place, certainly if you're wanting to work on third party projects.

[edit]this is what I'm working on atm, an animation test for Frenzoo (https://www.youtube.com/watch?v=mVUa64N1AKY) - a bunny doing a zombie/monster walk... they've got 'object' based animation implimented so I was testing to see if you could combine both Armature and Object animations together; atm it looks like some code tweaks to Frenzoo are needed because the file exports what looks like the right type of data but it doesn't do anything.

Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 19, 2010, 12:42:29 PM
@ kat, totally agreed and now that I know what I'm doing with this workflow, I could in theory of produced the 3 cliff sections in a week, maybe two at most, while working around other things including real life. but this year so far has been hell irl (no pun intended) at times, and I've hardly done any blender work to the point I considered resigning from dersaidin's team because I didn't want to hold up those guys. thankfully, my pc is working again (although the sound chip got blown in the power surge last week) and other real life things are settling down. I'm also finally moving next week so there have been lots to organise.

regarding your work there, very cool and I like the zombie walk cycle :)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 23, 2010, 12:11:56 AM
I think I've finally finished the meshes, uv's and baking for these 3 cliff sections. only thing left to do that I can think of is rename some of the assets, clean out the .blend file of data it doesn't need and send the results to dersaidin. I'll try to do that tomorrow, if I find time.

(https://s104.photobucket.com/albums/m177/ratty_redemption/th_image820.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image820.jpg) (https://s104.photobucket.com/albums/m177/ratty_redemption/th_image821.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image821.jpg) (https://s104.photobucket.com/albums/m177/ratty_redemption/th_image822.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image822.jpg)
(https://s104.photobucket.com/albums/m177/ratty_redemption/th_image823.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image823.jpg) (https://s104.photobucket.com/albums/m177/ratty_redemption/th_image824.jpg) (https://i104.photobucket.com/albums/m177/ratty_redemption/image824.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 23, 2010, 08:05:40 AM
Looks good Ratty.. I don't think there's really much else you could do to this that wouldn't/shouldn't be done in the level editing tools now.
Title: Re: 3D Modeling WIP Topic
Post by: dersaidin on February 23, 2010, 10:08:15 AM
Looks awesome :D
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 23, 2010, 12:41:29 PM
thanks a lot guys :)
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 25, 2010, 08:17:29 PM
A couple of old lamp post models I had kicking around that I've AO'd and updated. Got a few other 'utility assets to sort out and then make available in a little download pack.

(https://www.katsbits.com/images/models/misc/lampposts_ambient-occlusion.jpg)
(https://www.katsbits.com/images/models/misc/lampposts_wire.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 25, 2010, 10:36:41 PM
looks good kat, and I liked your recent tutorial on ao.
Title: Re: 3D Modeling WIP Topic
Post by: dersaidin on June 08, 2010, 03:38:09 PM
Seeing this thread again reminded me, some pics of Ratty's cliffs in-game:
http://www.dersaidin.net/weaver/screenshots/cliffs1.jpg
http://www.dersaidin.net/weaver/screenshots/cliffs2.jpg

The cliffs look great in-game, although xreal doesn't support all the material details Ratty provided.

Different parts of the map are at various stages of completeness.
Some other indoor screenshots here (http://www.dersaidin.net/weaver/forum/viewtopic.php?f=6&p=122#p122)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on June 08, 2010, 03:52:52 PM
dersaidin, cool and your team are doing some excellent work there, please keep us updated :)
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 10, 2010, 08:29:29 PM
Continuation of these assets. The floors of these pieces took the best part of the entire week to get right, not the stone texture but the ambient shadows. The problem I had was that baking proper AO meant the shadowing wouldn't tile and couldn't be forced to. So in order to get the 'cross-section' to work correctly (so you can butt a left/right or north/south up to it) I had to manually make paint the shadows that were copy/pasted into position correctly so the tiling worked north/south, east/west. Probably one of the most confusing things I've done recently, despite it being such a simply set of objects!

Finished results
(https://www.katsbits.com/misc/passage-sections-ao.jpg)

The tile sections on the texture itself (512x512 segments of a 1024x1024)
(https://www.katsbits.com/misc/passage-sections-uv-map.jpg)

UVW map section of the north/south tile
(https://www.katsbits.com/misc/passage-sections-uv.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 10, 2010, 10:45:27 PM
interesting and good results kat, even if they were problematic to develop.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 18, 2010, 11:45:02 AM
playing with 2.5 now.

I'm just going to leave this here...

[removed dead img ref]
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 18, 2010, 02:18:35 PM
That's a good start. Watch the sleeve ends, things like that are a real pain to rig and animated correctly so as to avoid it clipping into the body when the arms are down. Also be mindful that in using 2.5 your export options are limited, I think at the moment it only has DAE (Collada) and FBX (Autodesk), so it could be a little tricky to use the charactar in idtech or Unreal et-al.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 18, 2010, 03:38:28 PM
agreed, that's a good start milk *thumbs up*

kat, what would be the best way to model the hanging part of the sleeves? as i understand about the clipping issue.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 19, 2010, 12:31:52 AM
thanks guys. I hadn't made anything in blender in so long that I was pulling my hair out on my first attempt at this last night. 1:30 in the morning and I tried starting with the cube on a mirror modifier ending up with a gingerbread man type of model XD

Then I remembered my old workflow of starting with half of a (8 vertices) cylinder. Made things a bit easier. Especially when it came to the armpit area since that was really making me upset as some poles had managed to sneak their way in to the mesh topology.

I am wondering how to deal with those sleeves as well. I don't really plan on having this in a game though so I think I can get away with doing a cloth simulation and just letting the cloth do its thing without having to worry about animating it myself.

Would be fun to have a controllable toph though............hm.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 19, 2010, 08:54:15 PM
[removed dead img refs - kat]

Not really sure what I'm doing with the feet. The heel really stumps me.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 20, 2010, 07:57:21 AM
More stuff today after some Blender crashes and out of order parenting.

[removed dead img refs - kat]

Oh, by the way, the clothing is on a separate layer. I ended up making this body mesh (working on the joints) for the cloth to deform over during cloth simulation.
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 20, 2010, 03:08:14 PM
That second set has better feet, it's often just a case of pushing the shapes around until you get something that looks and feels right. Remember though, you can use your own body parts as references, even better if you have your own pair of ninja boots!

I've had 2.5 Alpha 2 crash on me a few times as well, usually when using the sculpt tools. There's apparently a new SVN available with a fair amount of fixes and updates.

OT: For screenshots JPEGs are usually good enough to show what you want, using PNGs doesn't really 'add' anything in terms of quality, so all it tends to do is bloat the file sizes and slow down the page loads.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 20, 2010, 07:48:02 PM
Thanks. Yeah, I hadn't defined her ankle bracelets very well and after making them pop the ankles look much thinner (no longer bracelet thickness XD). I still think I need to work on the topology of the heel.

She's barefoot so I'll be creating a semi-detailed foot (with toes) so it doesnt look like she's wearing boots :) She wears a cover over the top of her feet which is what the thin face loop circling the feet are part of. (near the sole).

-----------------------------------------------

I just downloaded the latest release for Windows 7 from the SVN repo last night (was r30542 I believe) so things *should* be a bit more stable than the build from Blender.org (got it from graphicall.org)

-----------------------------------------------

PNGs are just a habit I've developed since I was moving wallpapers around and used the format to avoid jpg artifacts. It's not a big deal for preview shots but when I want to ensure a quality image I use png. My last set of images are jpg actually.
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 20, 2010, 09:14:21 PM
What I'd do with the feet is leave them as-is for now and get the rest of the body sorted out. It's important at this stage to get your edge loop distribution a bit more balanced so you should be looking to either remove a few from around the body, or, add some to the legs so you can start to shape those a bit better; leaving the legs as tubes is one of the reasons why it's sometimes tricky to get the feet right because those are built relative to what the leg looks like, especially when you're eyeballing it.

Also, keep an eye on her centre of gravity which tends to run through the pelvis - if you note in the side view her top half is pushed forward a little too far relative to that so you need to pull it back a bit and push the upper thigh/waist forward so a plumb line drops approximately down from the top of her head to her feet through the hips in a more centralised fashion. See attached, had to fudge the fix as I don't have a proper 'liquify' tool.
Title: Re: 3D Modeling WIP Topic
Post by: pazur on July 23, 2010, 04:20:57 AM
So many people are saying that 2.5 is unstable... I guess I will wait until it's really usable though all the new features and the new interface look great.
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 31, 2010, 03:04:31 AM
Just something knocked up for IMVU. Used one of my old brick textures for this one! 345 tris using 10 512x512 textures that are AO baked. Chopper is AO baked as well but quite high at around 1500 tris, the rotors do go round but that animation break in IMVU due to various incompatabilities.

(https://www.katsbits.com/imvu/brick-apartments-textured.jpg)
(https://www.katsbits.com/imvu/chopper-textured.jpg)
(https://www.katsbits.com/imvu/chopper-wire.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 06, 2010, 04:00:06 AM
Working on this abandoned boxcar for IMVU, scene is done as users can add items to decorate the scene to make it look more derelict if they want.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 17, 2011, 02:04:24 AM
hi guys,

it's been a long time since i posted any modeling work, i actually went about 10 months without doing any, while i worked on the writing and concept design of my new ip project.

anyway, here's some wip images of my lead female character's medium poly head. the red is just to help me work in blender, her skin color will eventually be light grey as she's not from earth.

oh, and i've been teaching myself 100% quad poly modeling, which took me ages to train my mind to imagine where the edge loops would go to avoid single tris. i've still got a lot to learn but i'm getting there i think. saying that feel free to point out any obvious mistakes you guys see or suggest ways to improve the edgeloops.


[attachment deleted by admin]
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 17, 2011, 02:05:55 AM
more attachments.

edit: kat, any way for the forum to let us preview the attached images before we post?

[attachment deleted by admin]
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 17, 2011, 02:37:57 AM
Not all attachments are images so unfortunately we can't preview them. The head looks good, no real crits.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 17, 2011, 03:52:24 AM
understood and thanks kat, i'll be posting more soon hopefully. is there a way to attach more than 3 images to a post?
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 17, 2011, 04:41:02 AM
Not at the moment. I may make the ability more global in nature once I upgrade the server at some point this year to keep step with the sites growth.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 17, 2011, 07:57:07 PM
understood and cool.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 11, 2011, 12:20:45 PM
It's about time I post something again!

I've been playing around with establishing a workflow to prototype a brawler game in the UDK.

It goes something like this:

I've always been a fan of the modular approach to creating things. Legos rock!

So, I started work on my first modular wall piece. Took a while to find some shapes that I was happy with.

Unoptimized ASE Mesh - 232 vertices, 138 faces:
(https://i12.photobucket.com/albums/a242/caldiar/unoptimized_wall_module_one.jpg)

Optimized ASE Mesh - 68 vertices, 53 faces:
(https://i12.photobucket.com/albums/a242/caldiar/optimized_wall_module_one.jpg)

Mesh Tiled On Grid:
(https://i12.photobucket.com/albums/a242/caldiar/wall_module_one_tiled.jpg)

Sorry for the novel  :P

EDIT: I don't remember how to make tiny images that don't automatically expand when clicked....
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 11, 2011, 01:55:02 PM
milk, cool and interesting to see your workflow. good start on the modeling. also remember we can bake normalmaps from within blender which could fit in nicely with your workflow of the various pieces.
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 11, 2011, 06:02:20 PM
Yup, blocking out in Radiant is a quick way to build some basic shapes. Remember to keep the surrounding 'box' of the shape, UT doesn't like 'open' meshes so you have to make sure the tiles are complete and closed.

re: the img feature. You mean "width=[value]" in the opening "[img]" tag ("[img width=500]")?
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 12, 2011, 12:12:47 AM
So, that is to say, I need a backing to my mesh and I can't have it be a simple subdivded and deformed plane?

I was looking for information on whether it needed to be a "thick" mesh when brought in to the UDK or if it could be flat like it currently is. I couldn't find anything on the subject though and saw somebody use flat meshes in the construction of a U3 level so I figured I'd be ok doing it as well.

As for the images, I meant so where the image doesn't expand in the forum window but opens it like a link to bring you to the fullsize image so as to prevent distorting the layout of the thread.

@Ratty Redemption - thanks. I'm using the nDo plugin to draw out shapes for the normal map but there are some things I haven't figured out how to draw out in photoshop and have it look good (metal hinges)
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 12, 2011, 12:37:39 AM
The equivalent of LEM [lvlshot]? I don't think we've ever been able to do that have we? If you can see the 'attachments' panel when you post use that, otherwise just means wrapping the [ img ] tag with a [ url ].

I had wondered about that open mesh thing as well so went into the assets for a look some time ago, the only 'planes' I could find were decal type objects. I do recall reading something about it but can't remember where now (have a look over Hourences (http://www.hourences.com/) - if he's using open meshes then it's OK to do, if not then there will be a reason for it somewhere).

Having said that, closed meshes do have an advantage over deformed/shaped planes... the same object can have both a front and back side with different appearances, you just flip them around depending on what you want - window with shutters on one side, flip for window without - same asset doubles up.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 12, 2011, 01:23:39 AM
milk, understood and cool. also if you post your wip of the textures, we might be able to offer some advise. i'm surprised by how much i can use blender for normal maps, even ones that are going to be used on 2d type surfaces, ie what we'd normally use a 2d to normal converter for.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on July 12, 2011, 03:04:44 AM
Yeah, you can bake some cool stuff pretty quickly in Blender if you're fluent with modeling techniques. Unfortunately I have a hard time getting the shapes I want made quickly to bake in to a normal map when using Blender which is why I'm stoked on this nDo plugin.

It's super quick to make normal map details and you can make details from selected areas, painted areas, and even paths in photoshop. And you can move the resulting normal map detail around (rotate, scale, translate, etc...) and the entire normal map automatically gets updated with correct normal info.

@Kat - spent all day trying to find information on the flat vs thick mesh subject. The only reason I see that a flat mesh could be a problem is that if it's using a single-sided material then the backside can let light through the mesh (this isn't a problem if you've designed the mesh with it having it's backside closed off with other meshes somehow).
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 12, 2011, 03:15:05 AM
That's it! It's not the lighting issue per-say but the solution to it, using double sided materials. If you do that on a complex model or models it's going to add up because the material (in the GPU) is simply duplicating and inverting outward facing surfaces to get the inverse; it's often more efficient and uses much fewer polygons to simply box up and close the mesh.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 12, 2011, 03:21:56 AM
@milk, understood and if i ever get ps (in which case i would buy it) i will definitely use the ndo plugin you recommend as i agree it sounds very powerful.

@kat, i'm finding it interesting to learn about the ue from you guys, especially as i've never tried any versions of it. do we know if the next idtech engine will be available for us to mod? if not i might start using udk.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 28, 2011, 05:19:06 AM
here's some images of my cliff faces i've been periodically working on for dersaidin's weaver project.

including normals rendered from the diffuse source image using crazybump, and then baked in blender on top of the mesh normals. i have a different modeling technique i want to try soon, which might improve the geometry but recently it's the material i've spending more time on.

[attachment deleted by admin]
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 28, 2011, 05:21:45 AM
the rest of the images.

[attachment deleted by admin]
Title: Re: 3D Modeling WIP Topic
Post by: kat on July 28, 2011, 07:54:21 AM
That looks pretty decent Ratty. You're using a tiled 'generic' rock texture? These are relatively large mapobjects right? I was going to suggest seeing what a reduced polycount would look like but on big models it'll look a bit naff for that 'type' of rock. Have you got any shots in-situ?
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on July 28, 2011, 01:24:40 PM
thanks kat and yes the diffuse, diffuse detail and normals detail textures are tiled, the baked normals are unique for each mesh and that one there is the size of a large building iirc.

currently the main diffuse texture is 1024x1024 but i'm intending on making a new version soon of a 4096x4096, although i don't know if the idtech4 engines and xreal which dersaidin's team is using will load textures that big?
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 15, 2011, 05:37:05 AM
Let's get some new content posted!

Working on the Hellchick 2.0 concept by Paul Richards. Model is intended to be a .md3 for Quake 3.

1.5 hours in:
[dead images]

Untextured and testing to see if it at least imports in to the game properly:
[dead images]
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 15, 2011, 06:44:45 AM
You've definately improved your general awareness of shape and form so whatever you're doing keep it up. Couple of points to consider and speaking of which, you don't always need to terminate a boob on a point like that, it's better to avoid doing it because of tri-stripping issues (I know you know about this but for those that don't click here (https://www.katsbits.com/tutorials/blender/blender-2.5-export-ase-models_adv.php#tristripping)). I know it's still early days yet but keep and eye on the shoulder area and watch your general distribution  - unless you're going to animate the boob for instance, you might be able to loose a few polys there and add them as loops around the legs. *up*

OT: the forum seems a bit iffy with images sometimes so you can use "width=[value]" (e.g. "width=720") to have it resize - "720" is a good one to use as it fits nicely into the post width.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 15, 2011, 07:54:41 PM
Thanks, man :) It's interesting because I *haven't* been doing anything. The last humanoid model I attempted to do was that Toph model which I lost between harddrive switches  :-\

The only thing I did differently was that I started by blocking out the leg first without mirror modifier then duplicated the object and joined them together. From there I worked upwards.

I terminated the breasts on a point like that because I was having a hell of a time with edgeflow around that area. I ended up checking out another low poly mesh that did the same thing and I think it's working well. I couldn't figure out how to get the edges working out the way I wanted with pure quads =\

I just might animate the breasts too ;) Q3 is in need of 'jiggle physics'.

Here's what I've got going on for the shoulder/armpit area:
[dead images]
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on October 16, 2011, 12:07:31 AM
cool, good work so far milk, and interesting article you linked to kat, is that new to katsbits?

milk, i really liked the original concept art from paul richards, do you have a copy or link to the rough drafts where he did lots of variations on hellchick? i used to have a copy but not on this hdd.

a tool i found useful when poly modeling my female character's breasts was to use blender 2.49's mesh menu > transform > to sphere (ctrl shift s) on the edge loops around the nipples etc, as that made them look more rounded, some of yours look a little more angular.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 16, 2011, 06:56:13 AM
Thanks, yeah I only just recently found the guy's artwork  o_o

Here's a link to his concept page - http://www.autodestruct.com/concept.htm

Did a little bit more work today:
[dead images]
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 16, 2011, 07:44:32 AM
Have to say that's taking shape nicely.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 16, 2011, 09:57:25 PM
ty.

kat, would you happen to know of any md3 exporting tutorials out there? All the links I'm finding either are dead or are written for openarena and go along the lines of "oh it's simple. just make the md3 in blender then export" but no actual details on adding tags, splitting the models up in to head, upper body, lower body, and exporting animations.

Hand/Gauntlet work:
[dead images]

[EDIT] removed a number of links to dead images. kat
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 16, 2011, 10:46:33 PM
Yeah ditto on that. The only thing I can suggest is perhaps looking at MilkShape and/or 3DS Max tutorials and 'translating' them for Blender. I know MS uses *.qc files but I don't know how they relate to Blenders output (I've never seen them produced by any exporter) relative to Q3. When I tested the md3 script I exported bunneh out as a single mesh and loaded that into the JavaMD3 viewer, but it was untextured (like your shot above actually).

Post what links you can find (or what you're looking at) and maybe we can figure out what needs to be done.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on October 16, 2011, 10:50:11 PM
milk, cool and thanks for the link. also interesting to see paul worked on darksiders, which seemed to suit his style very well. i also agree with kat, your model there is evolving nicely.
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 17, 2011, 01:04:14 AM
This following MD3 EXPORT info is now maintained in a separate topic located here (http://www.katsbits.com/smforum/index.php?topic=326.0)



Try this for exporting. I've had a look at the available info and this is about as close as I can get to a reasonable description based on what I know about exporting to MD3 - it needs to be cross-referenced and checked. (Try tracking down stuff by Paul Jacques or Paul Steed, they should have some valid info on this).

Prepping mesh for MD3
The mesh needs to be composed of three sections each of which needs to be a 'closed' mesh (open surfaces should be 'sealed'?). Name the sections in Object Mode as follows (note that the prefix, "h_", is a subsection reference so anything that should be associated with the "head" section of the mesh should be prefixed with "h_", the torso, "u_" etc..);
The "Point of Origin" (the pink dot) for each section needs to be on Blenders "0,0,0" grid so position the cursor there, then reposition the origin to the cursor (make sure to do this before doing ANY animations if the model is rigged).

Prepping armature
When rigging a character, in order for the legs to "run" at the same time as "firing" a weapon, the rig is split into two separate armature objects, and "upper" and "lower" sections. This enables the characters lower half to do something different to the upper half. These are not exported (the rigs that is, as animation is vertex baked). However it does mean that any animation also needs to be 'split' in similar fashion, so a "run" cycle may only have a 'legs' animation, whereas a "death" animation would have both an 'legs' and 'torso' animation sequence. (Note: the origin point of the armature/s will need to be the same "0,0,0" axis centre otherwise you'll get problems - although you can do the above to a rig it's best to centre the cursor beforehand and then build the rig around that anchor point).

Prepping Materials for MD3
Materials will need to be duplicated depending on their assignment - if a character model uses the same texture applied to the entire model, when the mesh is broken into sub-sections, there should be three (or more) separate materials named as follows (this will likely need to be the texture name ID rather than the bitmap image "Source:" or filename);
Materials need to be referenced from the 'root', i.e. "models/players/character" so it's best to work from within that directory (where "models/" would be a root folder on a hard-drive "D:\models\")

MD3 models use "skin" files (*.skn?) which are simple *.txt docs renamed *.skn. They contain text references to textures (are these actually "shader" references?) similat to;
'Tags'
"Tags" are Blender "Empty" objects and positioned at centre-points where other objects are to be connected to a mesh - they are position markers in other words; "tag_weapon" for instance is where weapon models 'connect' to the mesh when held by the player. Name the Empty in Object Mode, position and parent to an appropriate bone (depending on what's being 'tagged' you want the object to move with an animation);
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 17, 2011, 05:24:11 AM
oh wow thanks that's going to be really helpful.

After reading it I split up my mesh and started working on some UV stuff just to get a sense of how the deformations will look during animation.

Here's what I got in terms of density:
[dead images]
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 17, 2011, 06:45:37 AM
Try an even them out a bit more. You may also need to increase density on the breasts because *cough* that's where the eyes tend to focus. :o Joking aside... use the Live Unwrap ability in the UV/Image Editor to pin a few vertexes (select, press "P" ["Alt+P" to clear]) and move the UV's around to get a better distribution when unwrapping odd shapes like that, it can be difficult otherwise to get the UVW's to unwrap properly around shapes that protrude and undercut like that.

In effect ideally you want to avoid having too great a difference between sections - you've got a 2:1 ratio in some parts which may look a little odd; if you keep that difference swap them around so the higher/better density is on section that have greater detailing requirements (arms rather than chest/torso).

The info above is missing 'animation' info.. there's likely a file that needs to be written that references each animation sequence so the game know what it should be playing - I don't have a copy of Quake 3 installed so I can't check the file structure, but it shuold be similar to the way MD5 work where we produce the assets and then create a 'def' file to pull it all together.

[edit]you might be able to use the javaMD3Viewer (https://www.katsbits.com/tools/#md3) to dissect/test some models and see how they work
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 17, 2011, 07:36:28 AM
Hmm. I figured the density on the breasts could be lower because it would be mostly similar colors with the only detail being the nipple to do in the texture.

I see what you're getting at with the varying densities between mesh parts though. I'll have to work on that.

As for that java thing. I've been trying to get it working for about 4 hours now and I've pretty much given up. I extracted the files exactly where the readme says to put them and when I try to run it I get this:

"Sorry, can't find the library: GL4JavaJauGljJNI14
java.lang.UnsatisfiedLinkError: no GL4JavaJauGljJNI14 in java.library.path"
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 17, 2011, 08:02:41 AM
Check to see how many versions of Java you have installed.. I had problems getting it to run as well until I copied the files into *every* install... I don't know why Java changed the way they do that - updates don't remove previous installs so you don't know if misc. files are being referenced from the older installs.

PS: I've only have access to Vista and XP so Win7 might be different with respect to Java

[edit] I've got my main java viewer files in a folder - contains the main "md3view.jar" file.
(Animation file needed for the above instructions appears to be called "animation.cfg" - this holds the sequence refs).
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 17, 2011, 08:44:10 AM
I only have one version of Java installed located in "C:/program files (x86)/Java/jre6/bin"

Running on Windows 7 64 bit. Maybe I need the 64 bit java runtime installed instead of the 32 bit one?
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 17, 2011, 06:56:11 PM
Possibly yes, remember we're talking about an app that was first written back in 1999 when Q3 came out (right on the cusp of Windows 98, ME and XP?). Are there any compatability modes that you can use ("right click > properties" the .jar file, see what options are available).
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 18, 2011, 03:00:25 AM
Tried running as administrator and in compatibility modes. No luck. It simply appears I'm missing a binary.
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 18, 2011, 03:15:33 AM
That error references a *.dll file which should be in "windows\system32" (not sure what the equivalent on Win7 is), if you're using 64 bit Windows there might be a different path/folder available? If you have "system32" try moving them there.
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 10, 2011, 12:15:28 PM
Just tried getting javaMD3View to work on Win7 as well, no go. I don't even get any errors, nothing happens. On the subject of MD3 files, I've moved (and updated) the export info to it's own topic (https://www.katsbits.com/smforum/index.php?topic=326.0) so it can be better maintained and updated rather than being buried in WIP. If you have any finding to add when you're exporting post them there (this includes issues and fixes you may encounter preparing for export).
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 13, 2012, 05:11:08 AM
There was a topic on Polycount about desks (http://www.polycount.com/forum/showthread.php?t=94481)... got me fiddling with Blender's internal rendering stuff (this is my desk btw). The materials are pretty simple, just a white diffuse with 'edge' rendering for the SketchUp look (https://www.youtube.com/watch?v=Uoviiq1Kp9M), then a second render using similar materials but black diffuse set to "Wire" render (https://www.youtube.com/watch?v=XFJiwakEDT0). The two rendered images are then just 'faded' together in Photo-paint for that IKEA paper instruction sheet look!. heh.

(https://www.katsbits.com/images/misc/katsbits_homemade-desk.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on February 13, 2012, 12:00:27 PM
very nice render.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 10, 2012, 08:56:39 PM
wip images of an alien jellyfish i'm modeling in blender 2.62

images 009-017, or there abouts, show just the mesh, which started as 1/8 (45 degrees) of the overall diameter, with the remaining 7/8 sections being duplicated with mirror modifiers. the last of these images also shows the merged sections, uv seams and my uv test pattern to check for stretching and uv scaling, relative to each uv island.

the next set of images will hopefully either be test renders of the materials and lighting, or my wip of the rigging. the animated creatures will become part of an abstract animation, which i'll most likely upload to youtube, i'll then post links to my currently empty youtube channel.

edit: i forgot to mention i used 100% quads, which i'm still trying to get used to.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth03.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F101%2F8%2F0%2F009_by_rattyredemption-d4vtdz9.jpg&hash=6ea3a1ea103e8aef38399e19dac4ea1d1f30136f) (http://fav.me/d4vtdz9)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth03.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F101%2F8%2F0%2F009_by_rattyredemption-d4vtdz9.jpg&hash=6ea3a1ea103e8aef38399e19dac4ea1d1f30136f) (http://fav.me/d4vte5o)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth00.deviantart.net%2Ffs71%2F150%2Fi%2F2012%2F101%2F2%2Fc%2F011_by_rattyredemption-d4vte85.jpg&hash=8846a836902e258db04af3f97b8bb4b51ae847ad) (http://fav.me/d4vte85)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 10, 2012, 09:01:04 PM
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth03.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F101%2F4%2Fc%2F012_by_rattyredemption-d4vtee5.jpg&hash=a2e90a1ffd2d10bb493ae72c1e0ce343126bd0f5) (http://fav.me/d4vtee5)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth01.deviantart.net%2Ffs70%2F150%2Fi%2F2012%2F101%2F5%2F0%2F013_by_rattyredemption-d4vteir.jpg&hash=b2f9939b5e1ea96be4c3e93216c325c9397ed80b) (http://fav.me/d4vteir)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth02.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F101%2F6%2F4%2F014_by_rattyredemption-d4vteon.jpg&hash=eee62ed9f2383f0330f0e8900cdd138b690225bf) (http://fav.me/d4vteon)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 10, 2012, 09:05:48 PM
last 3 images of this set:

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth00.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F101%2F9%2Fe%2F015_by_rattyredemption-d4vtetc.jpg&hash=208e916bd77af9fd847c106ac0d69e798838102d) (http://fav.me/d4vtetc)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth02.deviantart.net%2Ffs70%2F150%2Ff%2F2012%2F101%2F8%2Fc%2F016_by_rattyredemption-d4vtey9.jpg&hash=785f63003bf081d0269c6430e9f336a48ce0c854) (http://fav.me/d4vtey9)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth02.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F101%2F5%2F2%2F017_by_rattyredemption-d4vtf3d.jpg&hash=5303054a21670d1ccc66a50bdd7176a2d1b71dc2) (http://fav.me/d4vtf3d)
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 11, 2012, 01:01:38 AM
Not sure how realistic a representation you're after there Ratty but the tentacles of jellyfish tend to originate from the central mass.. where you've got them they'd be problematic for propulsion (they'll be a pain to animate as well without looking a little odd - you might have additional issues with 'seams' if you make the jelly transparent because you'd have to figure out how to hide the join between body and tentacle). Other than that, pretty interesting.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 11, 2012, 01:30:50 AM
thanks for the advise kat. previous to beginning the modeling i had studied several videos on youtube of how real jelly fish were constructed and propelled themselves. so i had made the conscious decision to have my tentacles growing out of the dome area, partly to emphasize these are alien, but i hadn't considered it being problematic for the reasons you drew my attention to.

i'm currently watching some more video tutorials on rigging in 2.62 as it's several years since i first attempted to rig and animate a model with bones. if when i next work on my model, i run into too many problems i'll simply relocate the tentacles as you suggest.

any more advise is welcome as always.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 11, 2012, 03:41:51 AM
thanks to kat, i decided to test the tentacles being attached to the inner part of the creature, and i think i prefer this version. plus it looks more like an earth jellyfish, which can't be a bad thing.

the last image shows the uv stretching which i forgot to test previously, i'm reasonably pleased with the results of that so far.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth07.deviantart.net%2Ffs71%2F150%2Ff%2F2012%2F101%2Fe%2F9%2F018_by_rattyredemption-d4vv1jn.jpg&hash=aeabf08d3b37e8b67f7fefde3956e38a21301c8d) (http://fav.me/d4vv1jn)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth06.deviantart.net%2Ffs70%2F150%2Ff%2F2012%2F101%2Ff%2F4%2F019_by_rattyredemption-d4vv1on.jpg&hash=805616b7294b697ee0c24eea6d77ae0b2360eda3) (http://fav.me/d4vv1on)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fth04.deviantart.net%2Ffs70%2F150%2Ff%2F2012%2F101%2F8%2F0%2F020_by_rattyredemption-d4vv1s5.jpg&hash=4762e5bf3f8c628f81826d17d314d9c76c2e9c15) (http://fav.me/d4vv1s5)
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 11, 2012, 04:21:14 AM
When you concept ideas up they generally have to have some grounding in what we understand as reality. If the tentacles were attached to the outer rim they would result in 'drag', they would likely make movement impracticable, because if you think about the motion, the outer carapace moves a large distance in order to push the 'fluid' out from under it in enough volume to create the necessary forward motion. This would mean if the tentacles draped some distance behind they would potentially suffer 'stress' due to the amount of movement they're be required to do to 'catch up' as they are forcibly pulled thru the 'fluid' the creatures is swimming through. That's why the generally attach to the body mesh, it leaves them free to dangle and drape behind without causing problems for forward motion.

That's a long winded way of saying 'where' they are placed isn't so much important as 'why', one could imagine creatures living on gas planets being structured in similar ways to the way they are on earth simply through the practicalities of fluid dynamics - shapes may change due to differences in 'fluid' density, but would that necessarily mean they would be that vastly different in principle of motion?.

Interesting creatures jellyfish .. lol
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 11, 2012, 04:49:12 AM
very cool, i recently watched a couple of short documentaries on jellyfish and those didn't explain how the creatures actually propelled themselves, so what you said makes a lot of sense, thanks very much kat.

also my jellyfish 'swim' in both liquid and gas, as in the case of my first animation, where i've already rendered the back grounds, based on some previous abstract art i did years ago using psychedelic procedural generated clouds in blender. i might oneday recreate the gas/clouds with particle physics but for now i'm just faking it, he he.
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 21, 2012, 01:06:36 PM
Another couple of items made for IMVU (VIP Bundle for new sign-ups (http://www.imvu.com/catalog/newsletter/vip_harvest-time.php)) using Blender 3D (version 2.49b). Because the environment was relatively large it had to be 'filled', the simplest way to do that is to use trees. Obviously putting fully fledged trees everywhere would increase the polycount of the entire scene dramatically (and have a seriously deleterious effect on frame-rate and performance). Instead a series of textured flat plains were placed liberally around the outer edge. Simple but effective. The scene itself was then padded out using 'proper' trees once all the accompanying furniture items were placed. Main room was just a little over 2000 polygons.

(https://www.katsbits.com/imvu/blender-barn-construction_sml.jpg) (https://www.katsbits.com/imvu/blender-barn-construction.jpg)
(https://www.katsbits.com/imvu/blender-barn-sections_sml.jpg) (https://www.katsbits.com/imvu/blender-barn-sections.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 22, 2012, 01:58:00 AM
Meant to post this before the above, but this was another recent project for IMVU, the recent 'Witch House (http://www.imvu.com/catalog/newsletter/ga_the-witching-hour.php)', in Blender showing the 'front' elevation (just under 2500 polygons for the entire environment). IMVU doesn't have a particularly good lighting system and absent vertex painting or generating a lot of unique or low-resolution textures, shadows and shading is tricky to put into place. In then end the best option is to take a middle ground and tile a texture left/right with 'shading' top and bottom.

This was the first mesh to use IMVU's 'show/hide' system where special markers are used to identity elements that can be hidden from view when seen face-on. It allows users to see and use the inside of objects without having to maneuver inside (with all the annoyances that causes due to the cameras limited capabilities).

(https://www.katsbits.com/imvu/blender-witch-house_sml.jpg) (https://www.katsbits.com/imvu/blender-witch-house.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on November 22, 2012, 02:14:32 AM
cool, that looks like a fun project to of worked on.
Title: Re: 3D Modeling WIP Topic
Post by: kat on December 12, 2012, 05:35:55 PM
Another IMVU room project made with Blender (Candy Land & Gingerbread House). The new updated script means slightly more complex meshes can be put together which included vertex painting and 'morph' animations ("Shape Key" sequences (https://www.katsbits.com/smforum/index.php?topic=454.0)). Candy House: 9037 tris. Build Time: c.7 days.

(https://www.katsbits.com/imvu/blender_candyhouse-shapekeys_sml.jpg)
Shape Keys shown keyframed to a sequence on a selected Object, each one typically uses a different set of Shape Keys so the shape of the mesh can be different for each item.

(https://www.katsbits.com/imvu/blender_candyhouse-textured_sml.jpg)
(https://www.katsbits.com/imvu/blender_candyhouse-wireframe_sml.jpg)
Textured and Wireframe view of the scene in Blender. Using layers the objects are separated and exported as groups for ease of management - multiple meshes are exported as separate objects.

(https://www.katsbits.com/imvu/blender_candyhouse-imvu_sml.jpg)
Final scene put together and shown in IMVU avec Avatar.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on December 12, 2012, 06:09:50 PM
looks cool, no pun intended.
Title: Re: 3D Modeling WIP Topic
Post by: kat on December 12, 2012, 06:46:18 PM
lol
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on April 16, 2013, 08:20:22 AM
Probably not the greatest of ideas to unwrap the UVs for a model while polys aren't final but things are going better than expected - first UV unwrap attempt (shifted seams on tunic to sides rather than front/back middle)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2B4QM&hash=2056cb24b98f7bc862908f49d1649096e0501e31)

And a quick paint to block out colors:

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2B5at&hash=72743d39b2d07fd33121eb585c8b60c5202e754b)
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 16, 2013, 12:48:31 PM
If you think about how the clothing would be made in real life, that's largely where seams can be hidden by disguising their presence through artwork (obviously bearing in mind Smoothing issues that might occur based on UVW seams). She has small feet so I don't know if you might want to play around with making those larger to see how they look in comparison (especially once you get the mesh into the game). Very cute character otherwise.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on April 16, 2013, 07:26:36 PM
That's a good point on the seams. I was only thinking in terms of "what's not likely to be seen if I bring the camera in close".

Ok, good, the feet were bothering me for a little while and I wasn't sure what exactly is off with them. I thought they might have been on the small side but dismissed it. I'll scale them up and see how that looks. Also, the boots look like formless ugg boots to me and I don't think texturing can fix that so I'll have to mess around with the vertices there as well later on.

Thank you :)  She still needs to get the back of her skull and some hair before I bring her in to Unity. I'm also considering tweaking her into a neutral position rather than t-pose so her shoulders stop being retarded during deformation. I hear the neutral pose is a tad harder to rig but makes joint deformations less of a pain.
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 16, 2013, 09:47:54 PM
So long as you pose the mesh with outstretched arms to some degree you should be OK, avoid the arms-by-the-side pose, it'll cause you no end of trouble. And you're welcome.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on April 16, 2013, 10:58:22 PM
This is what I'm referring to by 'neutral-pose'

(https://cghub.com/files/Image/089001-090000/89824/395_large.jpg)
(https://developer.reallusion.com/whitepaper/G3_update/Image/Skin_Pose.jpg)

Supposedly the IK chains will be better off as well if the limbs are slightly bent while in 'rest pose' so they have a clear pivot point.
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 17, 2013, 04:51:50 AM
Yep that's the one. You shouldn't need to worry too much about Armature/IK bends if the model is built with a correct centre-of-gravity as that naturally tends to 'kink' the arms and legs taking care of the problem you mentioned (but yes it is something to watch out for absent using a 'knee' target bone set-up, which may not be exportable/usable).
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on April 17, 2013, 08:51:21 AM
got more work done on the rig. Scaled the feet, set up ik arms and some rotation constraints on feet/hands.

Shoulder/Elbow/Wrist Deformation (Front/Angled):

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2BFBq&hash=2fce245b2ca8737f8d75d5ed7d721102e3b4243b)(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2BFDe&hash=c6ebf0d01a9426d50b4c346058add5a686b29ab6)

Needs a little work and the elbow bone seems to be slightly off. Not going to worry about it for now.

Having a hell of a time with the skirt part... I wonder if another edge loop might help.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2BFEn&hash=0655553acdf08e980a602d9e1dd2198ccfe609c2)

The Rig:
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2BFGa&hash=fc0414de92fda36317eb613100e9da881cf67d9c)

As exciting as it was playing with IK constraints (one of my first for even a skeletal rig) for the first time, I'm really burnt out on messing with the skeleton. But I can do some pretty neat things with it now.

Time to give her hair and a proper diffuse.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 17, 2013, 09:06:02 AM
looking good milk. i assume the ik bones don't get imported into unity?
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on April 17, 2013, 09:29:55 AM
They do but IK animation is only part of the pro license. You'd use them, from what I'm seeing, through scripting where you can take IK bone positions and have them target game objects for grabbing things and whatnot.

You can still create animation clips in Blender to import though.

Here's unrigged/non-animated character in Unity with a quick scale down:

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2BG8t&hash=b58cd284de0bd8a7980f938591dc906f11d18149)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 17, 2013, 11:07:29 AM
understood, and cool. and i like how your character is looking high enough polys from that camera distance and angle.
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 17, 2013, 02:13:41 PM
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2BG8t&hash=b58cd284de0bd8a7980f938591dc906f11d18149)
One of the reasons for making the 'foot' part of the boots larger is to prevent sections of it disappearing as it clips the ground plain when engaged in motion - you can get a sense of this from the shot above. You can also see some pretty bad anti-alising issues on the figure, which again is another reason to 'over compensate' with thicker/larger arms, legs and hands, if you make the silhouettes (structural mass) too small, AA jaggies mean you loose a lot of readable details which make the mesh look a little odd. Granted this is just a test/example project to get people started, but it's something to watch out for.

For the skirt, play with the weighting assignments, it looks like that hemline is shared with the knee or upper leg which is causing the intersection - try to avoid adding geometry to solve issues like that as it can cause problems in of itself.

Nice rig. Simple, with the necessities.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on April 18, 2013, 09:56:14 PM
That's a good point about limbs. It turns out, in this case, that the artifacts are just a result of not having anti-aliasing even enabled in the quality settings for the renderer (whoops). It's still *kind of* noticeable at x2 AA but at x8 there are no artifacts. I don't think x8 AA is practical to run at especially on iphone devices though.

One thought that has crossed my mind is to bake the animation frames into sprite sheets and take them into Photoshop to touch up the images and get rid of aliasing artifacts. But then I lose the ability to blend animation states with Mecanim and the physics become an odd thing to deal with.

I'll mess around with the weights some more. It seemed no matter what I did I couldn't get the weights to properly deform the skirt. I should keep in mind that when people wear (tight) skirts their range of leg motion gets more and more restricted as skirt length increases.

The bad deformation only appears when I bring her up in a kicking-a-door-in pose which would never actually happen. I need to see how it looks with jump/roll and ladder-climbing animations.
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 18, 2013, 10:22:49 PM
Yup, it's not a good idea to rely on AA to mask artifacts like the ones mentioned above because, as you rightly point out, support for that will vary across different platforms. In the end it's more about designing relative to what's seen on screen rather than what we're expecting to see (making things anatomically correct) - like making the barrel of a handheld weapon slightly wider or short to compensate for field of vision foreshortening. And yep, switching to sprites would mean designing the demo in a slightly different way to overcome the (apparent) limitations of that 'format'.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on April 20, 2013, 11:34:10 AM
Got a little bit more work done today since I had the day off. Hair mesh added and I've been trying to figure out how to rig ponytails. I'm experimenting with Spline IK constraints and turning the spline into a soft body.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2DwLg.png&hash=668a486d50dde87a2aadd53403bd41482c9a5c5d)

I need to close up the gaps between head and hair probably. Also, she's lookin a tad block-headed on the upper right section of her hair which I'll tweak tomorrow.

Once the hair has a working rig I'll give her an idle, run, and jump animation and finally record the video.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 20, 2013, 11:40:08 AM
you're making good progress on this character.
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 20, 2013, 01:13:06 PM
Ha excellent! You might want to 'thicken' the collar area in the same way you've done the sleeves to unify the general appearance of the garment the character is wearing. Definitely looking forward to the next vid.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on May 18, 2013, 09:29:57 AM
Recovered what I had left of the model after I was forced to do a hard restart on the machine. I had disabled auto-save so as to not clutter the Unity assets folder and hadn't actually saved the .blend file myself so I wound up losing half her hair and all of the rigging I had done for the pigtails.

Decided to redo her hair from scratch, play with some AO baking, and try a new look for her with short red hair and throwing a scarf on her. The scarf is what I originally had in mind but something about it is bugging me; I think I have the way it wraps modeled wrong.

I like how she's ended up looking though. I was really not looking forward to trying to animate hair for her different actions. A scarf doesn't sound all that much better but it does seem a little more straightforward.

I feel like I want to slap a gold fish stencil on the dark blue scarf.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2VMYz.jpg&hash=651bb55473e00932fc4e9f05825d6ef552c6f37b)
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2VMZ3.jpg&hash=24030e78a239707345fe2e49e41c20c98ab59417)

Here she is loaded up in Unity. I duplicated her so you can see the back of the scarf since it's not double-sided and doesn't render when viewed from the front. Simple fix.
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F2VNbY.jpg&hash=eaa8931b27b7be7a2ddede3fea26c39fb5b61246)

Edit: Not entirely sure why the images are so large? I thought they defaulted to a restrained size since the last time I posted large images a couple years back heh.
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 18, 2013, 03:44:07 PM
The image resizing thing the forum does seems a bit hint-n-miss, it should re-size over-sized images to the width default (which is about 700px), but some sources (where the images are uploaded) seems to cause problems. I've no idea how to fix it without perhaps looking at 'inline' attachments (attachments that are included in a post rather than underneath).

It sucks dodo you lost the work.. but... it's improved for the better! This new version character works well, not sure if that translates to being "better" per say because the differences the short-crop hair makes are quite significant and the tails of the previous worked well to read as 'girl' (see next point). A couple of observations: the short hair does make the character look like a boy rather than girl so how about trying to re-task the old 'Goldilocks' mesh and having both a boy and girl (this might allow you later on, to produce an AI 'follow me' vid)? I'm not sure about the indented gray area around the waist, unless you're going to be putting something there (a belt? gadgets?) it might be better to unify the torso so it reads better. The feet still seem to get lost in the ground so try changing their shape a little;  looking at the foot from the side you want something like a tri-angle rather than a t-bone (see below).

Overall though they're both good examples of being effective with simple character design. Nice job so far!.

(https://www.katsbits.com/images/misc/katsbits-basic-foot-shape.png)
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on May 18, 2013, 11:46:27 PM
Thanks, I'm glad you like the new version of the character. I was having a hard time seeing a boy when I first read your response. I think it was because I was biased in that I designed the character to be a girl so all I was seeing was a girl regardless of hair style. After a nap though and looking at it again I can't unsee the male character.

I think with some proper texture painting it could help a bit if not make the character androgynous. I don't necessarily want the character to be super girly but I don't want a boyish character either. It would be nice to create a character that fit what the player felt was right for them.

The belt area does look considerably funky now that I'm looking closer at it. I don't know what's going on there. I think I just colored the belt too wide so the fold of the tunic/skirt is the same color as the belt rather than the lighter blue which makes the belt look like a world wrestling champion heavyweight belt or something lol.

Feet have been bothering me for a long while. I might make them smaller again more along the lines of something like [dead image link]

EDIT: Looking at that gif more closely I just realized how similar in a lot of ways it is to my 'goldilocks' character and my newer red-headed character. Blonde, blue scarf, the belt area, and the hair style was similar except I went with pigtails but had been seriously considering a ponytail. I only found this gif just the other day too lol. No wonder I like it so much!
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 19, 2013, 04:14:08 AM
We generally don't engage with characters that don't have obvious 'character' so whilst the point is taken about making her/him more than a little ambiguous, it might be better to push towards one or the other. This would then allow the player to invest more completely in who they (the player) thinks the character is. But, this is kind of getting away from the purpose of why you made the character so just focus on that for now and git-er-done (the videos). See what you can do about the boots and belt before going too much further though as they don't 'read' too well at present (which we've probably now firmly established lol) *up*.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on May 19, 2013, 05:55:22 AM
haha I know I know. I get hung up on details. I'm going nuts over here with my UV map going apeshit whenever I make even the smallest of changes to the geometry :(
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 19, 2013, 06:11:10 AM
Yes that will happen. Not sure if you know this but what you can do to mitigate that a little is "Pin" UVW vertices in the UV/Image Editor. Select a vertex and then press "P" ("Alt+P" to clear). This pins the selected verts into position so any subsequent changes are mapped relative to the pins. It's quite handy sometimes for exactly the situation you're in.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on May 19, 2013, 07:44:00 AM
Played around a bit more with texture baking which I covered in a video ages ago. Intentions are to have single textures like you'd see in Quake 3 where you would apply the texture per-face. Then after everything is applied, bake all the used textures into one UV map for the model.

It's a bit of a pain to set up initially. I'll see how things go with it.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 19, 2013, 11:38:23 AM
i find it interesting to see the development process here guys, and i do agree with the points kat raised, good luck milk.

ot: kat i've just noticed the text above the quick reply is apparently black on a dark grey background, so my end it's barely readable.
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 19, 2013, 03:06:02 PM
..ot: kat i've just noticed the text above the quick reply is apparently black on a dark grey background, so my end it's barely readable.
Send me PM with a screenshot.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 19, 2013, 04:42:57 PM
i could find where to attach images in the pm's here so i'll email you instead.
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 23, 2013, 05:12:05 PM
(https://www.katsbits.com/images/maps/rtcw_generator/spkat5-corridor-snippet.jpg)

Just a map snippet of that old RtCW project that I've been poking at for far too long (Generator). The section is a breathing-space for the player after an area of action before they have to make their way up and around via a lift climb to the level's exit.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 23, 2013, 05:39:56 PM
cool that your still working on that map. are you building this one in blender using meshes? or in gtkradiant or a similar brush based editor?
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 23, 2013, 06:11:02 PM
GtkRadiant 1.4 to be precise heh ;) The project was started with that so it's easiest just to carry on using it, saves having to muck about changing (fighting) settings and properties.

Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 23, 2013, 06:15:52 PM
makes sense, and brushes suit that style of map.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on May 23, 2013, 10:47:48 PM
I saw that image on facebook and instantly recognized what I thought to be radiant from the clip brushes :)

I really feel that GTKRadiant's style of editing just makes an incredible amount of sense for indoor level design.

Concerning the character I'm working on in Unity, I found the issue with the feet is that they partially go through the ground. The physics settings were such that the minimum penetration before a force is applied was too high. Setting the min penetration to 0.001 instead of 0.005 fixed the feet going through the floor.

I have plans for her hair as well that I think will work great to keep it short(ish) while making her read more as a feminine character.

Here's a quick shot of some texture work I did last night.
(https://puu.sh/2ZJPt.png)

In-Game:
(https://puu.sh/2ZJT0.jpg)

The topology of the face is making it a bit difficult to make the eyes sit right so I might readjust that or I might say screw it, it's good enough.

I also need to figure out how to do a blink animation. I'm considering having a second material specifically for the eyes to shift uv coordinates on an eye texture instead of having to squeeze that in to the main diffuse texture on the main material. However, I want to use a separate material on the hair and I don't want to go over 2 materials for the character as it increases draw calls.

EDIT:
Broke down, going to use 2 materials. One for body, one for hair. With the UV space freed up by not mapping hair in the diffuse texture, I can have a second set of closed eyes for a blink animation :)

Matcap Hair In Unity:
(https://puu.sh/2ZYlg.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 24, 2013, 06:37:35 AM
That's so much better. You might be able to leave the texturing relatively flat if you use vertex painting to shade areas to add a bit of depth at little cost. Looking at the shots they eyes might be fixed by making the face plane slightly flatter, it's the slight backward tilt of the upper (forehead) polygons that seem to be throwing the balance out a bit.

A tip for another time, or unless you change your mind about the eyes, is to duplicate the 'eye' polygons and then underneath you just leave the surfaces 'flesh' coloured. What this does is place the eyes on the separated polys which can be collapse via bones to give you the blink without doing any additional shader work. It's a simple solution (also means you can increase the amount of texture space dedicated to the eyes for increased clarity).

Here's a challenge for you.. keep (develop) both characters but use the same rig ;)

And yup, the editorImages are a dead give-away for idTech editors heh
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on May 24, 2013, 08:14:46 AM
I'm glad to hear it. I'm liking the flat shaded look quite a bit but I'm definitely going to add a couple dark areas to give it some two-tone shading. As for the eyes, you're right. It's the bridge of the nose which is causing the slant (and thus the distortion). I'm going to fix that next after some adjustments to the geometry of the hair.

I thought about doing the animated planes method for blinking eyes. I might actually go for it since it's a hell of a lot simpler to implement than shifting UV coordinates around in a shader.

I recolored her clothing and am moving on to hair alteration and eyes. Then it's time for adding the scarf to the rig and finishing the animations.  8)

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F300O3.jpg&hash=1068b6c8a26019724c050ad2a450ff65fc6c4aac)

EDIT:
Figured out how to render an animated gif out of Blender so I rendered the hair out since a still screenshot doesn't really do it justice.

(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fpuu.sh%2F30EDJ.gif&hash=4465e7eb2f9eaf86d625416512f871ed5ff1d0a8)
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 25, 2013, 06:15:35 PM
It's an interesting effect but it does make her hair look like it's glowing. If you want to keep it you might need to find a way to balance its appearance with the rest of the model so the the viewer isn't drawn to it so quickly (it kind of forces you to focus on the hair rather than the character).
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on May 25, 2013, 08:12:42 PM
The red glowing effect is something I was actually going for. I'm going to add a small particle effect added in Unity to have embers dropping off her hair every once in a while. I don't really know where I'm going with it I just think it's an interesting-looking effect.

From the distance the camera is at, the hair effect isn't super overpowering in my opinion. The hair gif was rendered with the camera really close to the character.

I spent most of the day yesterday messing with weight painting and it's a nightmare. There has to be a way to map armatures to meshes without this clunky crappy weight painting system. We've made huge improvements in texture editing, mesh editing, etc... but we've been stuck with this primitive cave man vertex-painting system for mapping bones to geometry. It's ridiculous.
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 25, 2013, 08:43:41 PM
There are other ways to 'map' the structure of a mesh to the underlying skeleton but none of them are entirely trouble-free, especially so when achieved via automated processes, offer the control you really need, or are compatible for game engine tech - from that point of view 'bones' are the most efficient way to animate a structure.

What you might want to try doing is blocking out a broad group of vertices first, so bones that don't have a left/right pairing - "spine", "head" and so on - get first treatment you can then go over the mesh doing both sides sequentially; rather than going down the left side and then switching to the right side, a better way to do it might be flipping side-to-side - left-shoulder > right-shoulder, left-arm, right-arm and so on, that way you can use the same 'paint value' on both bones are you weight them (I've never been too fond of the axis flip and duplication modifier myself, so will rig manually as outlined above).

Re the hair: If it's 'on fire' why not make a show of that as an effect, a sort of "here's a neat trick to try" type of affair with animated textures (flaming hair) and particle effect? Could/can you add physics to that so the flames flop about when she moves? The effect could be expanded on from there.. changes colour when she gets angry, dims and goes out when she's killed and so on. So many possibilities, tangent subjects/things to try ahoy!!
Title: Re: 3D Modeling WIP Topic
Post by: kat on June 07, 2013, 07:53:21 AM
It takes a long time to put these RtCW single player levels together but level 2 is done. Now just bug tracking the scripts whilst starting on level 3!

Caulk hull
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-generator-lvl2_caulk.jpg)
Entities
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-generator-lvl2_entities.jpg)
Entities + detail flagged brushes (clip volumes not shown)
(https://www.katsbits.com/images/maps/rtcw_generator/katsbits-generator-lvl2_map.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on June 07, 2013, 12:51:21 PM
looks cool kat. can we see some player view images?
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on June 17, 2013, 10:23:15 PM
Kat, regarding the hair/flames flopping when she moves, that was a part of what I'm going to cover at a later date using a particle system with the hair to create embers and to lengthen the hair a bit for a neat flame shader.

Working on the animations still. Have walk cycle (not the greatest ever made but it will work), idle, and am doing a jump right now. Trying to get a handle on how to blend animations properly at the moment.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on June 17, 2013, 10:30:30 PM
milk, are you using unity's mecanim to blend the animations?
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on June 17, 2013, 10:42:21 PM
Yeah, partly why the video is taking a while to get out there. I'm going to be covering mechanim. Quite a learning curve there.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on June 17, 2013, 10:59:12 PM
cool and i can imagine, from what i've seen of it in other videos.
Title: Re: 3D Modeling WIP Topic
Post by: kat on June 26, 2013, 01:46:36 AM
Another IMVU room. Textured in temp placeholder 'checkers'. Tris count is higher than I'd like because IMVU wanted a heavier use of vertex painting to indicate shadows. Final weighed in at about 4500 iirc (minus vertex painting mesh would have been around 2500) (final published item and as used (http://www.imvu.com/catalog/newsletter/ga_honeymoon-hideaway.php)).

(https://www.katsbits.com/imvu/katsbits-honeymoon_1.jpg)
(https://www.katsbits.com/imvu/katsbits-honeymoon_2.jpg)
(https://www.katsbits.com/imvu/katsbits-honeymoon_3.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on June 26, 2013, 05:11:56 PM
cool, nice modeling of the house. do the imvu characters get to wander around in these maps?

and is that shadow vertex mesh just where the shadows are going to be, or is it overdrawing all geometry?
Title: Re: 3D Modeling WIP Topic
Post by: kat on June 26, 2013, 06:11:27 PM
The engine IMVU uses is equivalent to idTech II (Quake 2, maybe early idTech III) in capability - Pixomatic Rendering Technology (http://www.radgametools.com/pixomain.htm). In theory the numbers - mesh density, texture sizes and so on - are supposed to be relatively low, it's more or less akin to Quake III limits for scenes and items that drop into it, however characters models are c.2500 tris in default dress but can go into the as high as 100k (usually because 99.99% of users making content for IMVU don't understand/don't care about proper game development principles and optimisation techniques).

The world is modelled and lit semi-dynamically - a limited number of light entities (no more than three are recommended) are place in to a scene which vertex shade meshes relative to their position. No lightmaps or other 'artistic' shadowing so everything either has to be vertex painted at the mesh level or baked into the texture (as we would do with any other type of model).

Characters don't 'walk' like other first/third person games, they move using location markers, you click one and the avatar moves to it. Character actions and animations are then carried out relative to the spot the avatar is on so they can 'move' but reset back to the starting spot (in instances of animated short walk sequences), or move around the spot (looped sequences).

This is an old presentation on IMVU (http://www.slideshare.net/gsusss/imvu-presentation) but gives a better idea of what the 'game' is about (the name is pronounced "im vu" rather than "i m v u" and whilst it doesn't specifically mean anything in terms of it being an acronym for something - a common misconception is that it means "Instant Messaging Virtual Universe", it doesn't - the term does correlate to shorthand references for "IM" being "Instant Messaging", which is what the program actually is, with "VU" ("view") similarly correlating to "3D View" - the medium through which the program functions).
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on June 26, 2013, 09:03:30 PM
cool, and understood about the engine limits. i like the idea of the point and click interface for moving, to clarify do the characters teleport between the location markers, or do you see them animate to them?
Title: Re: 3D Modeling WIP Topic
Post by: kat on June 26, 2013, 09:21:59 PM
I'm not sure if they are actually teleported as we would understand that, i.e. I'm not sure if they actually 'disappear' from one marker to be 'respawned' at another. The transition does happen very quickly though.
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 07, 2014, 07:23:49 AM
Can't believe so much time has passed since the last post in this topic! Over a year!!! Time is passing far too quickly for sure.

Anywho, poking around Blender 2.70 making what will eventually be a brushed-based level (2.70 because they removed the MAP export script from 2.71). Not sure at this stage whether it'll be for RtCW, some GPL'd idtech4 project or something put together in Unity or some such (RtCW would be more straightforward to do but few play the game anymore), a dungeon-crawler or something. Have to say that creating a 'maze' that doesn't look like a maze without resorting to corridor-room-corridor-room structures is pretty challenging to say the least!.

(https://www.katsbits.com/images/maps/misc/blender-maze-map_1_sml.jpg) (https://www.katsbits.com/images/maps/misc/blender-maze-map_1.jpg)
(https://www.katsbits.com/images/maps/misc/blender-maze-map_2_sml.jpg) (https://www.katsbits.com/images/maps/misc/blender-maze-map_2.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on October 18, 2014, 09:17:25 PM
looks interesting kat.

i still hope to use unity for my game i have planned, but all my time is currently taken up with the music video project. anyway, if you do decide on unity it would be interesting to follow the development of a level like this.
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 03, 2014, 07:01:51 AM
Using Blender as a brush-based level editor is interesting. The one thing definitely missing is the non-object focused camera movement available in Radiant/QuArk et-al ('free' movement?). The main advantage is being able to use layers to organise the project, different areas or rooms can be placed on separate layers to facilitate focused/localised editing.

(https://www.katsbits.com/images/maps/rtcw_catacombs/catacomb_crawl_3-nov-14_sml.jpg)
(https://www.katsbits.com/images/maps/rtcw_catacombs/catacomb_crawl_3-nov-14_2_sml.jpg)
(https://www.katsbits.com/images/maps/rtcw_catacombs/catacomb_crawl_3-nov-14_3_sml.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on November 14, 2014, 08:56:37 PM
as well as the general design, i like how you group by color the various objects. what are their materials settings in blender, if you don't mind me asking?
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 14, 2014, 11:25:34 PM
The Materials just different 'Diffuse' colours (for general identification as you mention). The meshes do have UV maps and textures but that's just so they have a channel assigned for export; all that will be done in Radiant.
Title: Re: 3D Modeling WIP Topic
Post by: kat on February 03, 2015, 02:19:40 AM

Forgot to post this here. Just an update on making a *.map style level in Blender.
Title: Nazi Gold Train
Post by: kat on September 21, 2015, 02:55:45 PM
Nothing has been posted here for a while so here's a Nazi Gold Train (actually an armored train decorated for RtCW) based on the recent news about treasure hunters allegedly discovering a forgotten Nazi train full of gold. Total tris for all four carriages is about 6500, each textured with a 1024x512 (which might then be resized to 512x512 for game use). Fun project done over 4 or 5 days. Have to admt though texturing was annoying because the field-grey colour is a real pain to work with on a cheap, old laptop because screen contrast changes from top-to-bottom (more contrast at top which makes discerning detail difficult because textures appear much darker than they are).

(https://www.katsbits.com/misc/nazi-gold-train_sml.jpg) (https://www.katsbits.com/misc/nazi-gold-train.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 30, 2015, 06:38:27 PM
nice work, although when i first tried to look at the screencap a few days ago, my laptop was displaying the carriages as almost black due to so much sun light in my room. now i'm viewing them under better lighting conditions i can make out the details.

is there a work around you could use for dark textures like this during development? i remember some of my doom 3 rock textures were very dark, so i overlaid patterns or uv markers to help align them etc, then removed the overlays for the final versions.
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 30, 2015, 06:46:17 PM
No workarounds other than pretty much what you mention, UV's are mapped using checkers then baked and used as an overlay guide for texture making, otherwise can't see a blinking thing during the day!
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 30, 2015, 06:54:47 PM
understood and i love working with laptops, except the screen issues we've mentioned. correct me if i'm wrong, but with old crt monitors, this didn't used to be so much of a problem did it?
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 30, 2015, 07:10:16 PM
Aye, it's something particular to laptops and flat-screens, ideally both should use an IPS panel, with the surround bezel also needing to be non-reflective and flat (e.g. something like this (http://www.amazon.co.uk/dp/B00HVNPN1A/)).
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 30, 2015, 08:29:28 PM
Texture flat open in Corel PhotoPaint with the exported UV over the top (which Blender can thankfully export semi transparent). And then shown using Blenders UV Editing with texture assigned.

(https://www.katsbits.com/misc/bogie-texture_sml.jpg) (http://www.katsbits.com/misc/bogie-texture.jpg)
(https://www.katsbits.com/misc/bogie-uv-texture_sml.jpg) (http://www.katsbits.com/misc/bogie-uv-texture.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 30, 2015, 09:23:15 PM
that ips lcd tech sounds a lot more advanced than when i was last researching into monitors, a couple of years before i got a laptop.

and cool to see the uv layout of your models.
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 13, 2015, 01:03:27 AM
Working on updating Bob relative to idtech 4 specs (this is technically the third version/update to the character). Using bone shapes is interesting but do not necessarily make the animation process easier.

(https://www.katsbits.com/misc/bob/bob-2015_med.jpg) (http://www.katsbits.com/misc/bob/bob-2015.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on October 13, 2015, 01:32:59 AM
cool, i remember some of your earlier tests with bob. weren't they with doom 3? which engine are you now using for that project?
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 13, 2015, 01:52:59 AM
This iteration is still rigged relative to idtech 4, if it were for Unity it would be rigged in a different way (same overall structure but some of the master joints that enable AF ragdoll would be removed).
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on October 13, 2015, 10:05:01 AM
interesting.

edit: what is af?
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 13, 2015, 08:10:06 PM
AF = Articulated Figure, the component used for in-game rag-doll behavior. It was generated using the inbuilt AF Editor (console accessed) where a basic rag-doll profile of the figure was created (text file output as *.af iirc)... don't remember the exact details these days but model was originally built with that in mind so the rig itself is essentially split into three sections; lower, upper and head.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on October 13, 2015, 08:23:08 PM
understood and i'm looking forward to learning how to use ragdolls in unity. are the principles the same?
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 29, 2015, 01:23:58 AM
Man it's been a long while since I've last been on here. I didn't realize how fast time flew by.

Kat, it's interesting that you're doing some "brush-based" modeling in Blender. I've been working in Blender cursing the inability to just select mesh faces and arbitrarily texture them with independent rotation/scaling/translation like one would in Radiant.
I'm really struggling with the UV mapping process for meshes (for use in UE4). Unwrapping UV layouts is easy enough but I want to re-use a tiling texture that is scaled differently across different faces (to use sections of a tiling texture like just the trim) or to rotate to fit on faces not grid/axis-aligned.
I've also been working on keeping a consistent texel density which I posted about over on Quake3World.

I'm working on a modular set of assets for a medieval village and a cottage.
Here's a window + ledge asset (window_ledge_a) with manual unwrapping + a tiled default UE4 stone/wood/glass material. There's no absolute control over a single face.
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs14.postimg.org%2Feo1gsi5ld%2Ffixeduvs.png&hash=2edfd4bc4353501129fab43eb2c5926c513a17bd)
In Blender with cube projection uv unwrapping:
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs29.postimg.org%2Fmlwxv32sn%2Ftexel.png&hash=d633e5d8bd49bdf5d469bd3fb67247ed4079905e)

The texture is a lot more 'stretched' with the manual unwrapping which is a little hard to see compared to the color grid.

Good to see you guys are still active :)
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 29, 2015, 03:28:14 AM
Man it's been a long while since I've last been on here. I didn't realize how fast time flew by...
I know right!

What you're trying to can be tricky to say the least when using generic textures that would otherwise be used 'as is' (tiled/used without modification), what artists often do is create assets with that type of segmented use in mind, each 'usage' area has it's own dedicated section of texture specifically designed for purpose - this keep the pixel destiny the same no matter what area is being used because they're all pulled from the same image.

When trying to do something 'unique' whilst using 'generic' assets what does help is to keep in mind the same 'power of two' rule as applies to images, i.e. structures are built using regulated sizing - building that wall segment for example and wanting to use a 1024 image, to make sure the texture maps uniformly to the mesh you'd have to make sure its dimensions are easily divisible using the power-of-two rule. As UE uses metres as its unit of measurement that can be a bit confusing but it's the same/similar principle to the way you draw out brush volumes to fit certain textures or texture areas, only in metres rather than idtech compatible units - a wall that's 3m x 3m x 1m will fit a 1024 pixel image 1:1:1/3rd (height/width/depth).

Build with that sort of formalised size/dimensions in mind and you should be OK for most bulk structures because each mesh is then textured according to the power-of-two rule - objects placed side-by-side match because texture edges/mapping match across units.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 29, 2015, 04:47:29 AM
I'm trying to do the opposite of a 1:1 mapping of texture to mesh; I'm trying to figure out how to have a more radiant-like texturing process to say "tile this texture 5 times along the x and twice along the y". The tiling seems to be controlled at the material level though so to increase the tiling for a single face would cause the tiling to increase for all other faces using the same material.

I've been building in metric (3 meter high walls, 4 meter wide) which helps with getting a grip with the texture sizes but Blender is making me want to just throw everything out the window as vertices magically drift off the grid despite using grid snapping, and it's super unfriendly with modifying volumes as opposed to just working per-vertex or per-edge. Maybe it's just me though.
If there was an easy way to pull .map files into Blender I'd be working in Radiant right now. I'm definitely missing the clip tool and the perfect grid snapping  8)
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 29, 2015, 05:56:14 PM
To do the opposite you'd have to treat meshes like brush volumes and clearly define segments with their own material/shader assignments otherwise yes, you'll end up adjusting everything at the same time in UEd. In Blender that means cutting the structure up and assigning different Materials to different sections of the mesh (even if they are mapped using the same image); so long as you stick to the power-of-two rule mentioned above that should then mean as you increase/decrease texture scale it should still apply uniformly over surfaces - 1:1 scaled x2 means an even 2:1 assignment because the model is 2m x 2m and so on... (in addition you might need to export to FBX if you're not already as that has better support for multiple-material assignments).

Not sure what's going on the the verts other than you perhaps not selecting/deselecting properly, when you work at a reasonably quick pace that can happen (especially when Blender is being a bit slow to respond). You can toggle grid-snap in Edit Mode using "Shift+Tab". If you have GtkRadiant 1.5 installed you can export brush volumes directly to OBJ (although they are blank iirc), else you can always convert brush structures to models using BSP2ASE (http://www.katsbits.com/tutorials/idtech/make-models-from-bsp-maps-or-brushes.php) (note that to get an ASE models successfully into Blender you have to use Blender 2.49 and the ASE import script (http://www.katsbits.com/tools/#ase), once done open that saved file into a newer version of Blender).
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 29, 2015, 07:18:35 PM
I may have sort of figured a way out without having to apply a unique material to every face.
I can select a face, unwrap just that face, and then scale/rotate/translate as needed across a tiling texture loaded in Blender. Islands may overlap but I'm ok with this.
Comparing the UV layout from manually unwrapping each face individually and just doing a Cube Projection shows that the cube projection method produces nearly identical results. The main difference is that the angled faces are projected (hence the name) to a plane and so their uvs align perfectly with the planar faces. Manually unwrapping has the UV straightened out and running with the direction of the face causing visible seams where it meets a face sitting on an axis.
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs4.postimg.org%2Ffod8cww7h%2Fcube_vs_manual.png&hash=ced5e8da06d65400e510765f7cdfe67438e9dc80)
For example, here's cube projection on the left, and a manual unwrap of the angled face on the right.
The latter would typically not be an issue (and would actually be desirable) because I never usually would tile textures across angled faces like that when mapping for Quake 3. Angled faces were usually a cue to apply a trim texture to separate two axis-aligned surfaces and "hide" the texture seam by avoiding it altogether.

Additionally, I found that I have better results with the cube projection if I enable "scale to bounds" so it uses up all of the texture space for the uv islands. I have a color grid at 4 different resolutions (256x256, 512x512, 1024x1024, and 2048x2048) that I can swap between and it appears to be a lot easier to wrangle with the density issue.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 29, 2015, 08:21:03 PM
And then there is abandoning the UV layout and using UV coordinates generated from an object + cube projection.
This is generated using object data (linked to an empty) and gives me consistent results across two objects (window and support pillar thing)
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs21.postimg.org%2Fzfxk4ru47%2Fobject.png&hash=5cc37a92319dcb3b94f299c23a633f69bce90e19)
For lightmap UVs I could just have UE4 generate them I suppose.
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 29, 2015, 08:26:04 PM
If you want to unwrap those inner bevel faces so you can apply a trim texture it's best to map them as a single chain of faces. The optimal way to unwrap and object like that would be to do the following;

1) select all the outer faces of the object and UV unwrap them as a unit.
2) select all the bevel faces and unwrap those as a unit.
3) select all the inner arch faces and unwrap those as a unit.

In each instance ideally you want to use "Unwrap" rather than "Cube Projection"; the former constrains itself to the groups general orientation, the latter doesn't. What this will mean in this instance is that you'll end up with three distinct UV islands in the UV Editor which you can position as needed. If you then want to assign different materials to each group you then just assign a material/texture per group of faces rather than individually (which isn't very efficient) - it's not a good idea to treat models exactly the same way brush volumes are when it comes to texturing.


The specific problem you're having with tiling across units is the result of not fully following power-of-two; although you're using it to define object structure in terms of unit size/dimensions, you're not mapping images edge-to-edge so you end up tiling to a cutoff point that's inside the available texture space instead of the edge/boundary - wherever possible you want to be UV mapping, at least horizontally, edge-to-edge (i.e. 1:1, 2:1 3:1 etc., across the width of the object).
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 30, 2015, 10:15:00 AM
I wanted to avoid unwrapping the UVs in that way (specifically with the beveled edge of the arch) as the seams would be glaringly obvious. I've played with the unwrap a little and have some stretching in the arch but I think it would be acceptable. If I change my mind and decide to have the game be in first-person where the camera can get super close to the texture then I might not be able to get away with it though.

I also created a new cut in the arch where the wood frame is so I can have the main seam land there and be hidden by the frame.

(https://s8.postimg.org/u1brisfqt/the_grid.png)

I could possibly use the face that there would be a seam at the beveled edge if I were to unwrap it similar to how you've done it and create some new faces to map the "trim" to (arches need a keystone and support stones).
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 30, 2015, 04:36:31 PM
That a better way to unwrap if the seam can be hidden under the Window frame (wasn't clear originally how the section of the mesh was constructed), you will get some stretching (as you note) but it won't be significant.

Re:seams and smoothing: depending on the model format it may be possible to export and set up the mesh in UEd to ignore UV based seams and instead use actual split vertices - not familiar enough with UEd tools to know how that can be done but I know it is possible.

Incidentally if the outer edges of the mesh are just there for front-to-back depth (not seen in-game) you can reduce their respective UV's to a minimal size to free up space they would otherwise being using, making it available for something else. Also make sure your major structure is mapped to the texture edge-to-edge so model units tile properly without texture cutoff.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on October 30, 2015, 08:55:22 PM
There originally wasn't a cut hiding behind the woof frame. I only added one to have a place to stick the seam.
The outer faces of the mesh are just there because meshes with holes in them bug me. Years of Radiant editing has me wanting everything to be volumes lol.
I unwrapped them and just let the islands fall wherever since I don't care what's going to be on the face (it won't be visible).
I'll force them to not be overlapped in the secondary lightmap uv channel.

There're are some interesting tools posted over on Quake3World that may be exactly what I've been looking for (Blender plugin) so I'll be playing with that tonight before deciding to just call it good and move on to modeling more assets or not. I gotta say, I was pretty proud after seeing the mesh in-game after the latest UV changes and seeing how well it looked with a third-person camera + character model next to it.
I'm still torn between making the game first person or third person. I may make it primarily third person with an option to zoom in to first person like you'd see with Zelda camera controls (Wind Waker, Ocarina of Time).

Next on my list of stuff to work on are mesh pieces for use in spline modeling inside the UE4 editor. Roads, rivers, trees, fences, clotheslines, and all kinds of pipes and what not would be super easy to throw together using the UE4 splines. From brief play with them about a year ago they were pretty fun and powerful.
Title: Re: 3D Modeling WIP Topic
Post by: kat on October 30, 2015, 10:52:01 PM
Not entirely sure those techniques can be used without some modification because they don't UV map elements in a way that's usable in game (the technique works Blender to Unity because Unity is able to parse the *.blend in a usable way, else some additional steps to 'make real' are likely going to be needed); it's projecting image data rather than relying on the presence of a functional UV map, i.e. it's 'generated' data (arbitrary) rather than being 'fixed'. .

iirc UEd prefers 'closed' meshes so unless you have a lot of faces being wasted leave them in, it helps the engine analyses and process the tessellated structure of the mesh.
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on November 01, 2015, 08:25:08 AM
The UV Project modifier in Blender lets you assign multiple projecting objects and pretty much replicate cube projection. However, once applied, UV islands are created. Islands overlap but it's ok since I'm just tiling a texture across segments of a mesh. The islands can't overlap for the lightmap uv channel though.
Example of the UV Project modifier:
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs10.postimg.org%2Fej0x48wp5%2Fimage.png&hash=36bebc3506c8b6c91c426e257d11674a6069daf2)
This was prior to scaling the empty projector objects so that the 1024x1024 texture fits (horizontally) to the mesh since a wall of 300 cm in height would use about a 1024 texture based on a dimension-to-pixel guide for UE4 I've been looking at.
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 01, 2015, 04:58:09 PM
Ah good, wasn't sure/clear what the modifier did to 'make real' the projection it maps to a mesh - the video linked above made it appear like the objects are left in the raw state, which would mean Unity was able to parse that information (not entirely sure how complex the *.blend importer/loader is for Unity so don't know what it can or cannot use beyond traditional mesh/UV's etc.).

For lightmaps just create a second UV layer and map everything inside bounds (shrink the edges/bits not visible down in size so they don't use up too much space).
Title: Re: 3D Modeling WIP Topic
Post by: silicone_milk on November 02, 2015, 09:56:01 PM
Yeah, it's sort of annoying because the UVs don't exist until you apply the modifier. After you apply it, if it turns out to be wrong at all and you want to fix it, you have to reapply the modifier and re-link the 6 projector objects.
I ran into an instance where I decided to just unwrap manually to keep faces contiguous (wood support beam on a window mesh). I realize in hindsight I could have just moved the uv islands together and stitch to save time.
Here's a second window mesh I was working on last night. The first wall mesh was 1 meter thick while normal walls are typically 10-20 cm thick. This is a 20 cm thick wall and the measurements actually worked out quite nice for the thickness of the wood beam on the top (30.99 cm = ~1 foot)
(https://www.katsbits.com/community/proxy.php?request=http%3A%2F%2Fs16.postimg.org%2F4fw3c0v1h%2Fmodules.png&hash=fc023d725b15ffca82e4105c25309e2e5945bfbe)
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 02, 2015, 11:20:16 PM
If edges/seams where meshes meet is/might be an issue (texture wise that is) you could always create a 'joiner', an object that bridges the join between wall sections/parts; a wood beam, stack of cornerstones, a gutter/down-pipe or similar semi-decorative feature - if you make several slightly different variations it'll limit the degree of part repetition where the trick is used too extensively; two wall sections with four 'joiners' produces quite a long structure.
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 22, 2016, 03:23:57 PM
Should probably show what some of that brushwork put together in Blender (https://www.katsbits.com/smforum/index.php?topic=6.msg3732#msg3732) looks like when exported and built up as a level in Return to Castle Wolfenstein - still undecided about going this route or not as it can't be monetised (uses Bethesda IP obviously), but it'll be a darn site quicker to publish a finished product. RtCW is also limited in terms of using what's available monster-wise (not sure of vanilla RtCW can take more being added), although everything would pretty much be fine.

Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 22, 2016, 05:39:45 PM
very cool. i love the atmosphere. that fog effect is excellent. both visually and it really makes you wonder what's in the shadows. perfect for a horror game like rtcw.

i assume they flames are being drawn over the z depth fog? i like how they indicate there is a path in the distance, even though it's obscured by the fog until the player gets nearer.

how's the size of your map compared to the original rtcw maps? it seems a little larger, although i might be remembering the others incorrectly.

also you could finish this rtcw version then port it over to unity in the future. i'm going to be testing code for 1st person cameras soon, and i have a pretty decent player controller script now, just need to add in jump and crouch and it should be close to what you have there with rtcw.
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 23, 2016, 06:56:09 AM
Yeah technically light sources in fog become more and more hazy and indistinct with distance, that's hard to do in RtCW with all the issues cause by alpha-sorting. In this instance their not specifically doing that works like you to point out a path even though it can't be seen as you say.

Regarding the size: the section shown is about 1/5th of the entire map (maybe less) and it's already exhibiting lighting artifacts because it contains a lot of detail and surfaces (want to use more models than normal) - light maps are not being properly calculated for light sources so some faces are starting to appear unaffected even when a lamp is right next to them (this doesn't change using later versions of Q3Map2 either). This essentially means to get the entire level to work it will have to be split into about a dozen or more smaller level sections that allow the player to go back and fourth between them (although this can be done in RtCW, because a map is a map is a map, it's unclear if 'state changes', what weapons, achievements etc have been recorded, carry over properly when going back to an area previously explored).

Porting to Unity is possible but it would probably be through the use of a specific version which is being built in Blender - slightly more detailed and uses different textures (obviously).
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 23, 2016, 06:16:28 PM
interesting and understood i think. so once your map has been split up there will be more of the lightmap texture to share between all the baked surfaces? gameplay wise, i like hub areas that players can return to. hopefully you can use persistent data between the maps.

and if porting the project to unity, the rtcw version could be thought of as the prototype. would you then add more polys to the models, or build two versions at the same time?

for the unity version, if you reproduced the textures so they looked very similar but were all your own pixels, would that avoid the potential copyright infringement?
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 24, 2016, 04:47:31 AM
There won't be a hub as such, just the ability to go back and fourth between levels, so stats need to carry across if when going back into an area/s already visited. Not sure if RtCW allows for this.

The main reason for using Unity (or other) system would be access to per-pixel unified lighting system, the trouble with RtCW and idTech3 in general, in that models are lit in different ways depending on their use, a problem that's compounded should they contain alpha, and are used within a fog volume. Per-pixel is supposed to alienate these issues (not tested to check yet though).

That's the problem, using RtCW means being able to make something quickly but it can't be monetised. Using Unity et al means a long development time but the end result could be monetised (unfortunately it just gets to a point where it becomes untenable to continue providing these excruciatingly time hungry projects for free). Going the former route obviously means using pre-existing assets (which limits some of the things that can be done), going the latter route means making everything from scratch (Copyright infringement isn't necessarily avoided doing what you suggest although 'derivatives' would be fine in the sense that an influence could be seen).
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 24, 2016, 10:27:40 AM
understood to all that.
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 02, 2016, 05:56:52 PM
Coming to a store near you soon!

These have taken a while to put together as there's a lot of fiddly small-scale stuff. Each item snaps within a 1 unit grid. Had to uniquely UV map and texture most of them because they don't all get used at once (which would have potentially meant a lot of wasted texture space using larger (atlas) maps/texture sheets. Also makes it easier to edit individual textures applied to specific items.

(https://www.katsbits.com/images/models/misc/isometric-parts_sml.jpg) (https://www.katsbits.com/images/models/misc/isometric-parts.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 02, 2016, 06:25:16 PM
nice looking models kat. are these for imvu?

and any chance of a video of them being rotated?

i'm looking forward to building prop objects for my game project in the future. still just working on the unity code at the moment.
Title: Re: 3D Modeling WIP Topic
Post by: kat on April 02, 2016, 06:35:58 PM
They're to accompany the Unity base assets here (http://www.katsbits.com/store/index.php?act=viewProd&productId=49). I'll post a rotate, with some in Unity Editor shots, once they're in store (would have had them done earlier this month had it not been for working on, and  typing up, the DMCA comment report (http://www.katsbits.com/smforum/index.php?topic=800.msg4359#msg4359) [post in that topic if you have any questions about that]).
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on April 02, 2016, 06:42:45 PM
understood, cool.
Title: Working out timber usage in Blender
Post by: kat on September 24, 2016, 06:53:13 PM
Working out timber usage for a medium sized workbench from 3" x 1" x 7' 10 1/2" (2400mm) batons. Custom job for a client. Bench should have been 4' long, 3' high and 2' deep but we can't get 8' from a 7'10 baton so top had to be reduced an inch or two. Still functional and will allow for two to be bumped together to extend the work area.

(https://www.katsbits.com/images/misc/workbench-timber-usage_sml.jpg) (https://www.katsbits.com/images/misc/workbench-timber-usage.jpg)

Side note: hopefully #Brexit means timber can finally be sized in *real* units, inches and feet!
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 24, 2016, 08:46:40 PM
nice wooden looking models. how did you do the measurement hud? is that a feature of the latest blender or part of your project?
Title: Re: 3D Modeling WIP Topic
Post by: Asaeis Wi Vio on September 24, 2016, 09:32:03 PM
Heya,

Related to that project I mentioned in another topic, made for Unreal; these are some animations for a character (the model is the Brute from Unreal, but the model itself will be refined shortly) based on that project.

I will create links to the images rather than showing them in the thread, as the gifs may take up alot of size!

http://i.imgur.com/pZf6OOx.gifv

http://i.imgur.com/j2QFy8U.gifv

Since making the .gifs I have improved the speed of the animations, among other things.

:)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 24, 2016, 10:46:45 PM
cool, thanks for showing us those. character animation is an area i would like to experiment with in the future. i can animate abstract things but i've never tried characters. i know kat has a few times.

can you also render just the rig's bones or is this vertex animation of the mesh?
Title: Re: 3D Modeling WIP Topic
Post by: Asaeis Wi Vio on September 24, 2016, 11:31:15 PM
Well, originally Unreal only supported vertex animation, and did when it was released; but since updated to version 227, it now supports skeletal animation, which is what it will be imported as. :)

Is that what you mean?
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 25, 2016, 06:45:19 AM
The second sequence looks incomplete, it appears to be missing the return (the first arm is flung forward but seems to be chopped before it can properly return to it's original position). Does another sequence fit in there or is it just that the animated gif isn't of the entire animation (it's missing a bit)?

@Ratty: the 'hud' is just manually positioned text objects ("Add ยป Text").
Title: Re: 3D Modeling WIP Topic
Post by: Asaeis Wi Vio on September 25, 2016, 02:30:59 PM
Quote
Does another sequence fit in there or is it just that the animated gif isn't of the entire animation (it's missing a bit)?

That's actually just the .gif, which doesn't capture the whole animation. :P
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 27, 2016, 08:12:11 AM
Capture of simple animation in Blender showing the workbench parts being positioned (where each is supposed to go) - there's a lot of pass-through as it doesn't matter that the elements be restricted by their assumed real nature (which would mean animating objects so they didn't/don't intersect on their way to their respective resting places). Trying to optimise baton cuts to minimise waste is tricky.

Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 28, 2016, 05:48:05 PM
@asaesis, cool and which animation type are you using for your project? ...in blender we can render previews of just the bones without the mesh being visible, so we can clearly see the rigs. can your modeling app do that? ...and when you capture animations, if you can, please include the whole sequence. it's easier for us to imagine how the results will be used. plus it's smoother to watch if there aren't jump cuts. anyway, keep up the good work.

@kat, re: the hud, understood. and that bench animation is very cool, even if it's not physically accurate. i also liked how you showcased the scene from different angles. did you need more than just the start and end position keyframes? ...i like how the pieces rotate into place.
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 08, 2016, 05:47:01 PM
Was looking through some old files and came across a mod project that never made it. Was going to be a medieval roaming game but the engines terrain capabilities made that a big challenge (which was a contributing factor to the eventual math-balling IIRC). Shown is a library where the player was to be able to read up on stuff to do with the game (finding out how to kill certain monster - specific items had to be collected to use as weapon, could be organic materials or special sword).

Title: Re: 3D Modeling WIP Topic
Post by: Asaeis Wi Vio on February 17, 2017, 02:24:53 AM
@asaesis, cool and which animation type are you using for your project? ...in blender we can render previews of just the bones without the mesh being visible, so we can clearly see the rigs. can your modeling app do that? ...and when you capture animations, if you can, please include the whole sequence. it's easier for us to imagine how the results will be used. plus it's smoother to watch if there aren't jump cuts. anyway, keep up the good work.

Hi Ratty,

We're using skeletal animations (.psk + .psa) for our character animations for this project :P

I'm using Blender to create said animations as shown earlier, also for now I'll probably have to pass on the offer of capturing the whole animation, I currently do not know how to record animation sequences and such in Blender; that previous .gif that I showcased before was created from sequencing seperate shots taken in Blender using Gimp, and took a ****-long time to put together :P , I assume there's a way to directly record a video from Blender, but I so far haven't gotten into that :).

Also, thanks mate.
Title: "Cell"
Post by: kat on April 04, 2017, 02:53:27 AM
Just a bit of Off Topic fun from doing normal content stuff. Live 3D View rendered (which nearly cripples the machine being used). A sphere with random extudes and manipulation, material based displacement assigned until something visually interesting happens (should be tinted slightly bluer than might appear - damn colour calibration is off between the two monitors being used.. grrr).

(https://www.katsbits.com/images/misc/cell_sml.jpg) (https://www.katsbits.com/images/misc/cell.jpg)
Title: Re: 3D Modeling WIP Topic
Post by: Asaeis Wi Vio on September 04, 2017, 09:31:19 PM
Cool. o.o

As for me, I've been continuing to make more progress on my project.

As mentioned in the other thread, I've decided to go from using brushes/BSP for my landscapes and other organic geometry, to models (or more like static meshes)

(https://i.imgur.com/6GgNC5A.jpg)

Here is an assortment of rocks which are used in the screenshot above (some of, anyway) as seen in Blender.

(https://i.imgur.com/j0a5ssb.png)

This is all still entirely a work in progress, a friend of mine who obtained the source code for the Unreal engine from Epic and actively updates it is giving us some support too, and is making some critical additions and adjustments to the engine in order to get things working as they should. Something which can be seen in that first screenshot which will be changed is the noticable overbright cap (which is currently at a factor of 1.00 for models by default in the Unreal engine), by adding scaleable overbright on a per actor basis.

(https://i.imgur.com/yOMTxGj.jpg)

And here is a test map which features some experimental grass (& some rocks). Eventually the grass will animate depending on the direction of the wind. The animations exist, but we just need to figure out how wind is going to occur and work.
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 04, 2017, 10:23:39 PM
Nice bleached lighting in the first shot. If the engine can utilise vertex colours it might be worth painting the bottom verts of the grass sprites dark(er) green so they're artificially shaded towards the ground - always a tricky problem to compensate for.
Title: Re: 3D Modeling WIP Topic
Post by: Asaeis Wi Vio on May 12, 2019, 05:06:16 PM
Thanks Kat, though the bleached lighting is kindof unintentional. My friend who works on the 227 patch (the latest update for the first Unreal) is in the middle of getting full per fragment, per pixel hardware lighting working with his latest renderer (being developed alongside the patch) which will also feature better gamma handling, shader support and overbright among other things.

Currently Unreal still mostly renders everything from the CPU rather than the GPU (well, the GPU simply does some 'polishing up' to the final result), which was really the only thing in the way from implementing shader support, overbright, hardware lighting or better gamma handling before.

Otherwise, I've been working on alot of assets since I last posted, mostly originating from high poly models (which normal maps and other such maps will inherit their details from for the lowpoly/ingame models).

Here are some of those assets, overall they're still WIPs :

(https://cdn.discordapp.com/attachments/470164543306465292/575815667962609674/unknown.png)

(https://i.imgur.com/AvnZWWY.png)

(https://i.imgur.com/3u51OIN.png)

(https://i.imgur.com/5YaJviW.jpg)

(Keycard reader for the door shown above)
(https://i.imgur.com/2GOw4Ub.png)

(https://i.imgur.com/kgCzWlR.png)

(https://i.imgur.com/dL56p0e.png)

(https://i.imgur.com/fZzdAIU.png)

(WIP domestic android)
(https://i.imgur.com/TL6WmBv.png)

(https://i.imgur.com/BYhJJtk.png)

(Back of the android's head)
(https://i.imgur.com/saH2lvH.png)

I'll cap the WIP images at that for now, there are probably more but I'm not sure it's alright for me to post too many! D:

Thanks for your help with things though Kat, since I've often found alot of your tutorials/guidance helpful.
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 12, 2019, 06:44:36 PM
The bark texture is pretty interesting. Still impressive collection overall considering the old tech (Unreal 1) being used!. And yup, creating the high-poly assets for baking is super time consuming!.

Re: images. The number of images posted isn't as much of an issue as the format and resulting file size, remember that a lot of users view forums on mobile/cellular devices so this current batch all being PNG rather than JPG would mean using 20MB+ of data to view them when they could all be loaded in 1 or 2 with little dramatic reduction in quality.
Title: Re: 3D Modeling WIP Topic
Post by: Asaeis Wi Vio on June 23, 2019, 07:07:24 PM
Chers Kat :P

And sorry for the image format thing again, hopefully I'll remember to share it as a .jpg next time I share something. D:
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 24, 2021, 04:49:19 PM
here's some 3d fan art images i made in blender of miikun from cyborg kuro chan.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/de2rv79-36b8e2d7-9d3f-4efc-8889-a7fa23d7a94b.jpg/v1/fill/w_445,h_250,q_70,strp/59_by_rattyreality_de2rv79-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZTJydjc5LTM2YjhlMmQ3LTlkM2YtNGVmYy04ODg5LWE3ZmEyM2Q3YTk0Yi5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.v0IsXcC_8V8_RC7Tfwf9HkzmLwDoM-LBlvLm4PgLojk) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/de2rv79-36b8e2d7-9d3f-4efc-8889-a7fa23d7a94b.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGUycnY3OS0zNmI4ZTJkNy05ZDNmLTRlZmMtODg4OS1hN2ZhMjNkN2E5NGIuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.iXUb4LotS8MV76eYUX0bP7ho7PPIsmd4y-2F0F156f0)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/de2rv7q-9210d982-de7f-4d88-9cb7-aba21cdfd446.jpg/v1/fill/w_445,h_250,q_70,strp/60_by_rattyreality_de2rv7q-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZTJydjdxLTkyMTBkOTgyLWRlN2YtNGQ4OC05Y2I3LWFiYTIxY2RmZDQ0Ni5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.9Lx9bsPWIVxHKswH2QwYjykOCB4rZaBmvm-SFM7lqvM) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/de2rv7q-9210d982-de7f-4d88-9cb7-aba21cdfd446.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGUycnY3cS05MjEwZDk4Mi1kZTdmLTRkODgtOWNiNy1hYmEyMWNkZmQ0NDYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.G5utH0IYf8CaHLxPwn5yZ2FynrlOWH1yfpvPFHIdyJs)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deb0wff-a95f9cab-c9a2-47ff-8003-3afe7f387965.jpg/v1/fill/w_445,h_250,q_70,strp/61_by_rattyreality_deb0wff-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZWIwd2ZmLWE5NWY5Y2FiLWM5YTItNDdmZi04MDAzLTNhZmU3ZjM4Nzk2NS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.T1crpYaTr6xhdrLONWmotGQytHXrydPQd1QAGBfG9SY) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deb0wff-a95f9cab-c9a2-47ff-8003-3afe7f387965.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGViMHdmZi1hOTVmOWNhYi1jOWEyLTQ3ZmYtODAwMy0zYWZlN2YzODc5NjUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.SEihUNhzAYyzoSaJPdn4AfaOxYaECY5oneaw7vcTPtw)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deb0wnr-32ecbd55-cd28-48d9-a00b-75ca87175fbc.jpg/v1/fill/w_445,h_250,q_70,strp/62_by_rattyreality_deb0wnr-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZWIwd25yLTMyZWNiZDU1LWNkMjgtNDhkOS1hMDBiLTc1Y2E4NzE3NWZiYy5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.ug_MqfeCe8wBAeDHrk69R57Af268n4M8Xzuf98fyZqw) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deb0wnr-32ecbd55-cd28-48d9-a00b-75ca87175fbc.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGViMHduci0zMmVjYmQ1NS1jZDI4LTQ4ZDktYTAwYi03NWNhODcxNzVmYmMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.o7KvP7q6gQ1YtTOXHIIyHLSVYoNmBD12-hDpCCFC9OU)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 24, 2021, 05:04:29 PM
this is miikun rendered in the godot game engine.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dempm5s-09219092-cdd7-4c48-9c93-bd93a4161973.jpg/v1/fill/w_445,h_250,q_70,strp/025_by_rattyreality_dempm5s-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZW1wbTVzLTA5MjE5MDkyLWNkZDctNGM0OC05YzkzLWJkOTNhNDE2MTk3My5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.ULeAc8b-YhUEIPoLXGmXpnFL0PgnxRXitDwVewzmk2g) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dempm5s-09219092-cdd7-4c48-9c93-bd93a4161973.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGVtcG01cy0wOTIxOTA5Mi1jZGQ3LTRjNDgtOWM5My1iZDkzYTQxNjE5NzMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.JCnhpbo6QHrAWvC3ePXDQmqj-SxaJ8MGFbIpcIEc294)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dempmk9-e3f52732-dc71-424d-8f20-e44c3d6f24a6.jpg/v1/fill/w_445,h_250,q_70,strp/026_by_rattyreality_dempmk9-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZW1wbWs5LWUzZjUyNzMyLWRjNzEtNDI0ZC04ZjIwLWU0NGMzZDZmMjRhNi5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.B0Vfgf6U4VhKQoyvLQmqj0LYEhR52Bf2rWtNx8mS-bY) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dempmk9-e3f52732-dc71-424d-8f20-e44c3d6f24a6.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGVtcG1rOS1lM2Y1MjczMi1kYzcxLTQyNGQtOGYyMC1lNDRjM2Q2ZjI0YTYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.a2YnhiXvrKkfdu90gEuS_H-CJJypY-rj64wAsGQy96I)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 24, 2021, 07:56:26 PM
this is wip of my own robot cat character from a physics puzzle game i'm working on. his name is cratom. he's inspired by the fallout games and miikun. he's also modeled in blender.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deren7k-3242d3e4-77ae-4bec-9867-bf77db3e136c.jpg/v1/fill/w_445,h_250,q_70,strp/untitled_467_by_rattyreality_deren7k-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXJlbjdrLTMyNDJkM2U0LTc3YWUtNGJlYy05ODY3LWJmNzdkYjNlMTM2Yy5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.eIwRNZ_ssgFBBCn6aKIDDaqCRutBgT4-0zE4UD0_lv8) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deren7k-3242d3e4-77ae-4bec-9867-bf77db3e136c.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGVyZW43ay0zMjQyZDNlNC03N2FlLTRiZWMtOTg2Ny1iZjc3ZGIzZTEzNmMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.KTG82fLuguBEVNuDKCjDDrICn1eCXf3Wsad41Imd5rw)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/derenre-e2ec6f86-2d4b-4ac8-a1e0-b148e572042a.jpg/v1/fill/w_445,h_250,q_70,strp/untitled_468_by_rattyreality_derenre-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXJlbnJlLWUyZWM2Zjg2LTJkNGItNGFjOC1hMWUwLWIxNDhlNTcyMDQyYS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.oV6QXB_Fa9ptPNOq1Frgu4_XeM7QJ0QPJid7xNMDQAY) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/derenre-e2ec6f86-2d4b-4ac8-a1e0-b148e572042a.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGVyZW5yZS1lMmVjNmY4Ni0yZDRiLTRhYzgtYTFlMC1iMTQ4ZTU3MjA0MmEuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.5jiJu2kkKiGY9G1XU7l4FNW9Ugjz05js8KnBi6sgIhY)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dereny1-1442f524-0259-4d8d-8866-14a5d8536939.jpg/v1/fill/w_445,h_250,q_70,strp/untitled_469_by_rattyreality_dereny1-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXJlbnkxLTE0NDJmNTI0LTAyNTktNGQ4ZC04ODY2LTE0YTVkODUzNjkzOS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.xQJDJ1NeprFRhJLi4M_jtU03nFqF38UaT7AWzDpYSNw) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dereny1-1442f524-0259-4d8d-8866-14a5d8536939.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGVyZW55MS0xNDQyZjUyNC0wMjU5LTRkOGQtODg2Ni0xNGE1ZDg1MzY5MzkuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.YYA4RcnKuuPNcv2eJNNGUP9eSYNyq3dq_nr8vEsRLZ0)
Title: Re: 3D Modeling WIP Topic
Post by: kat on September 25, 2021, 08:35:01 AM
Looks good so far.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on September 26, 2021, 04:16:10 AM
thanks kat.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on October 31, 2021, 01:39:42 AM
cratom and some pottery items i made in blender, rendered in the godot game engine.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/detqvtv-08af4aad-93a3-4f80-9955-c0c162f5ec24.jpg/v1/fill/w_445,h_250,q_70,strp/untitled_081_by_rattyreality_detqvtv-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXRxdnR2LTA4YWY0YWFkLTkzYTMtNGY4MC05OTU1LWMwYzE2MmY1ZWMyNC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.OWmYaejxXPGcS5BasF5LT_v-QY7HtTVwWRyLxo_6ckQ) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/detqvtv-08af4aad-93a3-4f80-9955-c0c162f5ec24.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGV0cXZ0di0wOGFmNGFhZC05M2EzLTRmODAtOTk1NS1jMGMxNjJmNWVjMjQuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.zgr-L1er07slxjG8F6U1hyLxS3arknOwlz5irvGysbo)
Title: Re: 3D Modeling WIP Topic
Post by: kat on November 04, 2021, 08:49:11 AM
Not much to comment on but does Godot have dynamic shadows?
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on November 04, 2021, 09:21:14 AM
yes, similar to unity's from what i've seen. i haven't tried them myself yet.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 21, 2022, 08:39:42 PM
one of my low poly clay vases made in blender, for use in godot. this is the "lod 0" version.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4g52-5732553e-9ba4-49ac-8c2b-d7388b115489.jpg/v1/fill/w_623,h_350,q_70,strp/481_by_rattyreality_dey4g52-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0ZzUyLTU3MzI1NTNlLTliYTQtNDlhYy04YzJiLWQ3Mzg4YjExNTQ4OS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.wruQKnD9mSYn9m8kKN5VqvUyzIEqjHHkVLE1dZm5D54) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4g52-5732553e-9ba4-49ac-8c2b-d7388b115489.jpg/v1/fill/w_1192,h_670,q_70,strp/481_by_rattyreality_dey4g52-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0ZzUyLTU3MzI1NTNlLTliYTQtNDlhYy04YzJiLWQ3Mzg4YjExNTQ4OS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.wruQKnD9mSYn9m8kKN5VqvUyzIEqjHHkVLE1dZm5D54)

this is the "lod 1" version.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4h21-502beb7a-6924-40a9-8bf0-97eb4ab50223.jpg/v1/fill/w_623,h_350,q_70,strp/515_by_rattyreality_dey4h21-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0aDIxLTUwMmJlYjdhLTY5MjQtNDBhOS04YmYwLTk3ZWI0YWI1MDIyMy5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.lNce7g_t_RNVMLoIiF1etANUR6PRZ-oYxj3lIKUb9ig) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4h21-502beb7a-6924-40a9-8bf0-97eb4ab50223.jpg/v1/fill/w_1192,h_670,q_70,strp/515_by_rattyreality_dey4h21-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0aDIxLTUwMmJlYjdhLTY5MjQtNDBhOS04YmYwLTk3ZWI0YWI1MDIyMy5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.lNce7g_t_RNVMLoIiF1etANUR6PRZ-oYxj3lIKUb9ig)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 21, 2022, 08:53:59 PM
broken parts of a low poly clay vase made in blender, for use in godot.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4hkr-e7aa8a62-5584-4681-994b-4c78699f256b.jpg/v1/fill/w_623,h_350,q_70,strp/512_by_rattyreality_dey4hkr-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0aGtyLWU3YWE4YTYyLTU1ODQtNDY4MS05OTRiLTRjNzg2OTlmMjU2Yi5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.Aw8YurTyRTtWQXkyeBNTY45E68wmhb_9u_my-e5EV_g) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4hkr-e7aa8a62-5584-4681-994b-4c78699f256b.jpg/v1/fill/w_1192,h_670,q_70,strp/512_by_rattyreality_dey4hkr-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0aGtyLWU3YWE4YTYyLTU1ODQtNDY4MS05OTRiLTRjNzg2OTlmMjU2Yi5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.Aw8YurTyRTtWQXkyeBNTY45E68wmhb_9u_my-e5EV_g)

one of the broken parts of a clay vase made in blender, imported into godot. the white wireframes are the collision shapes for the physics engine.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4i67-d48ec814-7c38-40a2-af79-62161720d78c.jpg/v1/fill/w_623,h_350,q_70,strp/141_by_rattyreality_dey4i67-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0aTY3LWQ0OGVjODE0LTdjMzgtNDBhMi1hZjc5LTYyMTYxNzIwZDc4Yy5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.4duhQrEokEYbyTAoUZOmWwRjVQSVF_cgeH2N7VXsGwE) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey4i67-d48ec814-7c38-40a2-af79-62161720d78c.jpg/v1/fill/w_1192,h_670,q_70,strp/141_by_rattyreality_dey4i67-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk0aTY3LWQ0OGVjODE0LTdjMzgtNDBhMi1hZjc5LTYyMTYxNzIwZDc4Yy5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.4duhQrEokEYbyTAoUZOmWwRjVQSVF_cgeH2N7VXsGwE)

broken parts of a clay bowl.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey5gs0-5e9b744a-3f35-442c-8f67-85f59cf1018b.jpg/v1/fill/w_623,h_350,q_70,strp/499_by_rattyreality_dey5gs0-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk1Z3MwLTVlOWI3NDRhLTNmMzUtNDQyYy04ZjY3LTg1ZjU5Y2YxMDE4Yi5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.4JPyPB-TlXo0vN46N0Gx0P57r_jmZyQhFxf83bMlhSU) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey5gs0-5e9b744a-3f35-442c-8f67-85f59cf1018b.jpg/v1/fill/w_1192,h_670,q_70,strp/499_by_rattyreality_dey5gs0-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk1Z3MwLTVlOWI3NDRhLTNmMzUtNDQyYy04ZjY3LTg1ZjU5Y2YxMDE4Yi5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.4JPyPB-TlXo0vN46N0Gx0P57r_jmZyQhFxf83bMlhSU)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey5gwn-da231a01-9fc7-42e0-9af7-1be4185896ca.jpg/v1/fill/w_623,h_350,q_70,strp/500_by_rattyreality_dey5gwn-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk1Z3duLWRhMjMxYTAxLTlmYzctNDJlMC05YWY3LTFiZTQxODU4OTZjYS5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.9wgrumqayqabiq__S6grGEz8yM7VkO_MavWCtHPbLYI) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dey5gwn-da231a01-9fc7-42e0-9af7-1be4185896ca.jpg/v1/fill/w_1192,h_670,q_70,strp/500_by_rattyreality_dey5gwn-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzIwIiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXk1Z3duLWRhMjMxYTAxLTlmYzctNDJlMC05YWY3LTFiZTQxODU4OTZjYS5qcGciLCJ3aWR0aCI6Ijw9MTI4MCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.9wgrumqayqabiq__S6grGEz8yM7VkO_MavWCtHPbLYI)
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 22, 2022, 09:11:22 AM
Looks good although for the lowest LOD for most things you can be quite aggressive and remove things like the lip around the pot and maybe the base as those details are likely not going to be visible depending on how far away the LOD swap kicks in.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 22, 2022, 09:13:08 AM
good point, i'll do some tests. thanks kat.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 27, 2022, 08:02:32 PM
kat, you were correct about the last lod, i was able to remove those details you mentioned and it looks fine at a distance. these images show 4 lod's per object with debugging colors. they save a ton of vertices.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscf6-17a85159-5bdf-4e5e-85af-fbc73e15d47a.jpg/v1/fill/w_623,h_350,q_70,strp/176_by_rattyreality_deyscf6-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXlzY2Y2LTE3YTg1MTU5LTViZGYtNGU1ZS04NWFmLWZiYzczZTE1ZDQ3YS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.Xe0dtntR5qGBAcVuywpY6DekQQU8PqysMh6KSYNIQE8) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscf6-17a85159-5bdf-4e5e-85af-fbc73e15d47a.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGV5c2NmNi0xN2E4NTE1OS01YmRmLTRlNWUtODVhZi1mYmM3M2UxNWQ0N2EuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.fmw2AofqKHGhVK5YJ2DbfB4R27GQu8NiCiEbbJJwDe0)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscou-f309420e-98c5-480b-8754-aa065fd8ca4d.jpg/v1/fill/w_623,h_350,q_70,strp/177_by_rattyreality_deyscou-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXlzY291LWYzMDk0MjBlLTk4YzUtNDgwYi04NzU0LWFhMDY1ZmQ4Y2E0ZC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.2KxnCaUbDs_QBssKBtx4lwCLA5m60wBlhsNBfkX8z2w) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscou-f309420e-98c5-480b-8754-aa065fd8ca4d.jpg/v1/fill/w_1192,h_670,q_70,strp/177_by_rattyreality_deyscou-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXlzY291LWYzMDk0MjBlLTk4YzUtNDgwYi04NzU0LWFhMDY1ZmQ4Y2E0ZC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.2KxnCaUbDs_QBssKBtx4lwCLA5m60wBlhsNBfkX8z2w)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscsv-463de606-966a-4256-a2bd-328b63690258.jpg/v1/fill/w_623,h_350,q_70,strp/178_by_rattyreality_deyscsv-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXlzY3N2LTQ2M2RlNjA2LTk2NmEtNDI1Ni1hMmJkLTMyOGI2MzY5MDI1OC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.UG3Vyh-zZTK5PwoAu6mIN2nIG217Qy-TmDKcniY9o9c) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscsv-463de606-966a-4256-a2bd-328b63690258.jpg/v1/fill/w_1192,h_670,q_70,strp/178_by_rattyreality_deyscsv-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXlzY3N2LTQ2M2RlNjA2LTk2NmEtNDI1Ni1hMmJkLTMyOGI2MzY5MDI1OC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.UG3Vyh-zZTK5PwoAu6mIN2nIG217Qy-TmDKcniY9o9c)

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscx2-bc7850b8-f48b-49b3-83d9-f78d852d82d8.jpg/v1/fill/w_623,h_350,q_70,strp/179_by_rattyreality_deyscx2-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXlzY3gyLWJjNzg1MGI4LWY0OGItNDliMy04M2Q5LWY3OGQ4NTJkODJkOC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.1x7DxW9OtVwZwXy0e0LLEUbAwUeZXVM2KinBRAHrIho) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/deyscx2-bc7850b8-f48b-49b3-83d9-f78d852d82d8.jpg/v1/fill/w_1192,h_670,q_70,strp/179_by_rattyreality_deyscx2-pre.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZXlzY3gyLWJjNzg1MGI4LWY0OGItNDliMy04M2Q5LWY3OGQ4NTJkODJkOC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.1x7DxW9OtVwZwXy0e0LLEUbAwUeZXVM2KinBRAHrIho)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 15, 2022, 11:59:11 PM
a low poly wooden crate lid, built in blender, and shown on the right of the image, with its texture and some of its uv's shown on the left. currently all my crates are built using the same wood texture that i made in paintdotnet.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df5gy4b-82d2a1e6-cfda-4dc8-9a68-341609cb2b98.jpg/v1/fill/w_445,h_250,q_70,strp/549_by_rattyreality_df5gy4b-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZjVneTRiLTgyZDJhMWU2LWNmZGEtNGRjOC05YTY4LTM0MTYwOWNiMmI5OC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.GOyNmlGCSgSIcQML-x3MdAknHhg-jmGv2PmSdUvy_9I) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df5gy4b-82d2a1e6-cfda-4dc8-9a68-341609cb2b98.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGY1Z3k0Yi04MmQyYTFlNi1jZmRhLTRkYzgtOWE2OC0zNDE2MDljYjJiOTguanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.rixtgEuMZ7oCNC-KadMVjG2xdm9gSozl1bRxYKYiwkY)

low poly wooden crates including closed, open, lid and lod versions.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df5gzaq-5b56d44c-4b06-42b4-8e4e-524420faefe2.jpg/v1/fill/w_445,h_250,q_70,strp/552_by_rattyreality_df5gzaq-250t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZjVnemFxLTViNTZkNDRjLTRiMDYtNDJiNC04ZTRlLTUyNDQyMGZhZWZlMi5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.rhUOhyQsedNocWSa4rnpOmChIlECOSXnQF18J4V7CIk) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df5gzaq-5b56d44c-4b06-42b4-8e4e-524420faefe2.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGY1Z3phcS01YjU2ZDQ0Yy00YjA2LTQyYjQtOGU0ZS01MjQ0MjBmYWVmZTIuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.zeod0rXCezpIxeirBdB1hWqo2Ud1OxsK5OT9iR9PMho)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 16, 2022, 12:12:54 AM
wood and clay debris made in blender.

the wood meshes were originally from my old doom3 mod. i updated them recently and redid their uv's.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df3xoee-4d626d3f-c7c8-447e-8b65-b4868a2524c0.jpg/v1/fit/w_414,h_233,q_70,strp/548_by_rattyreality_df3xoee-414w.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZjN4b2VlLTRkNjI2ZDNmLWM3YzgtNDQ3ZS04YjY1LWI0ODY4YTI1MjRjMC5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.zJ4RWF1wIbDEuoxWBKKm2o_bPpNT5Wtvz2inX-hxIR4) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df3xoee-4d626d3f-c7c8-447e-8b65-b4868a2524c0.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGYzeG9lZS00ZDYyNmQzZi1jN2M4LTQ0N2UtOGI2NS1iNDg2OGEyNTI0YzAuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Ts2vb_hvd5FheJmx1O1Xri957w7E3SIW4UlepwgCmzs)
Title: Re: 3D Modeling WIP Topic
Post by: kat on May 16, 2022, 08:30:42 AM
When doing something like that what I find useful is expending the UVs of those cross members so their edges align to the gaps in the wood slats, as those are typically darker doing that add a little bit of faux depth to those edges where they sit atop the face. Looks good notwithstanding that ;o)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on May 16, 2022, 03:22:27 PM
thanks kat. originally i had done that, but it didn't look as good in godot as it did in blender. so for now i'm letting godot do all the shading, rather than faking some of it.
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 11, 2023, 11:43:52 PM
my light and dark wooden barrels with 3 levels of detail. made in blender. textures made in paintdotnet.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df74p8e-34689e4f-3334-4795-8f49-c4383db3e3f5.jpg/v1/fill/w_623,h_350,q_70,strp/580_by_rattyreality_df74p8e-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZjc0cDhlLTM0Njg5ZTRmLTMzMzQtNDc5NS04ZjQ5LWM0MzgzZGIzZTNmNS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.uE3SY0NjARYKXMcamCcPdqJ-EXUI2kORpy2JGuot74c) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df74p8e-34689e4f-3334-4795-8f49-c4383db3e3f5.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGY3NHA4ZS0zNDY4OWU0Zi0zMzM0LTQ3OTUtOGY0OS1jNDM4M2RiM2UzZjUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.amtj5prxgn4b_LWlu-hFW_yjqdmeW4NFsaal91Tvl3Y)

the lod 0 barrels with their texture atlas shown on the left. the light colored barrel is highlighted in yellow and it's uv's are also shown on the left. the darker barrel has it's wood uv's shifted to the right of the atlas.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df74sle-b7f2c2d1-586e-464b-8fca-7cd888c8212a.jpg/v1/fill/w_623,h_350,q_70,strp/581_by_rattyreality_df74sle-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZjc0c2xlLWI3ZjJjMmQxLTU4NmUtNDY0Yi04ZmNhLTdjZDg4OGM4MjEyYS5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.m6cdbDfg-zGKN-f_YVmDW-agVH2b2f07i9R71b94pg4) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/df74sle-b7f2c2d1-586e-464b-8fca-7cd888c8212a.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGY3NHNsZS1iN2YyYzJkMS01ODZlLTQ2NGItOGZjYS03Y2Q4ODhjODIxMmEuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.eAm-u8qG5JWgqEEl_agoTn52X0Uze14T7ApCWpiqD-E)
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 11, 2023, 11:47:00 PM
low poly cogs made in blender for my godot engine game. the textures were made in paintdotnet.

(https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dfjr6f1-b3529b6f-147f-4ff9-b6d4-808b263980a7.jpg/v1/fill/w_623,h_350,q_70,strp/606_by_rattyreality_dfjr6f1-350t.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzY4IiwicGF0aCI6IlwvZlwvYjNmMDZkZWItNWZlMy00MzdhLWIwYjktYTE0ZTg1MTZjYWVjXC9kZmpyNmYxLWIzNTI5YjZmLTE0N2YtNGZmOS1iNmQ0LTgwOGIyNjM5ODBhNy5qcGciLCJ3aWR0aCI6Ijw9MTM2NiJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.3ngHrReAF7S0LhxG6b0StIs1LIe2Bm6WoK2XbAIRAEs) (https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b3f06deb-5fe3-437a-b0b9-a14e8516caec/dfjr6f1-b3529b6f-147f-4ff9-b6d4-808b263980a7.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2IzZjA2ZGViLTVmZTMtNDM3YS1iMGI5LWExNGU4NTE2Y2FlY1wvZGZqcjZmMS1iMzUyOWI2Zi0xNDdmLTRmZjktYjZkNC04MDhiMjYzOTgwYTcuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.STeJUj8_DX8wRp2sPVQFlLaMHU9-tPatD4GBPTOqol0)
Title: Re: 3D Modeling WIP Topic
Post by: kat on January 12, 2023, 10:20:57 AM
That's a decent LOD for the barrel, could probably drop to 6 sides at a push.  LOD for the cogs will be a lot more tricky because they're such a specific shape!
Title: Re: 3D Modeling WIP Topic
Post by: ratty redemption on January 20, 2023, 04:48:09 PM
thanks kat, i might try 6 sided for the last barrel lod.

yeah, i'm not sure how i would do lod's for my cogs.