wings v blender
Moderators: MR.D, Moderators
MMmmhhh...
Good points.. I was wrong in my judgement.
Perhaps you should stop being so modest.. Its an easy way to get mislead. You should say great models, I wouldn't blame you if you did.
Another good thing is that last part I included.. A gundam is more or less a mechanized human.. Maybe even harder to model..
I'm gone.. See ya, I need to focus more on this engineer, he who can build has more units to win with ^^
Good points.. I was wrong in my judgement.
Perhaps you should stop being so modest.. Its an easy way to get mislead. You should say great models, I wouldn't blame you if you did.
Another good thing is that last part I included.. A gundam is more or less a mechanized human.. Maybe even harder to model..
I'm gone.. See ya, I need to focus more on this engineer, he who can build has more units to win with ^^
Personally I don't mind Blender causing holes in my models. Sometimes I just want to throw away a whole part and redo it in another way.
BTW, hard (lowpoly) edges can be done with a modifier that got introduced in a recent version. I used it extensively on the KP Corruption and Lolimod models but it seems to me like exporting with normals just ends up with zero normals in the game so the model isn't lit. Good for Lolimod, bad for anything else.
EDT: A technique I started using since a discussion about tristrips was simply using double edges to do hard edges. Depending on the tristripping the result can end up using the same number of vertices in the graphics card as a split/hard edge while allowing LOD-algorithms to work better.
BTW, hard (lowpoly) edges can be done with a modifier that got introduced in a recent version. I used it extensively on the KP Corruption and Lolimod models but it seems to me like exporting with normals just ends up with zero normals in the game so the model isn't lit. Good for Lolimod, bad for anything else.
EDT: A technique I started using since a discussion about tristrips was simply using double edges to do hard edges. Depending on the tristripping the result can end up using the same number of vertices in the graphics card as a split/hard edge while allowing LOD-algorithms to work better.
Alright...
NOT EVEN 30 MINUTES! I started at 1:18 and its now 1:48! I spent 3 mins uploading pics... This is my 30 mins of work...
1298 tris...
From... This pic here
http://www.3-d-models.com/3d-model_files/p4.jpg
I'm sorry, but I do not think it should take ONE WHOLE DAY to model something like this.. Or anything else..
It felt very disrespectful doing this.. So, you don't need to chew me out..
I haven't tuned it or anything yet.. So, of course, its kinda high-polyed and ugly, still..
Edit: About the whole day part, human-like models do not count, my first (good) human took several days to do..
Edit: Rattle, I can understand about the uv maps, they may make my models take a day or two... I hate UV'ing...
NOT EVEN 30 MINUTES! I started at 1:18 and its now 1:48! I spent 3 mins uploading pics... This is my 30 mins of work...
1298 tris...
From... This pic here
http://www.3-d-models.com/3d-model_files/p4.jpg
I'm sorry, but I do not think it should take ONE WHOLE DAY to model something like this.. Or anything else..
It felt very disrespectful doing this.. So, you don't need to chew me out..
I haven't tuned it or anything yet.. So, of course, its kinda high-polyed and ugly, still..
Edit: About the whole day part, human-like models do not count, my first (good) human took several days to do..
Edit: Rattle, I can understand about the uv maps, they may make my models take a day or two... I hate UV'ing...