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Re: AK +1

Posted: 10 Sep 2008, 05:49
by bobthedinosaur
body is fine, just fix the legs. and they dont need to be extremely bulky, it is a light unit.
maybe more like Image or Image

Re: AK +1

Posted: 10 Sep 2008, 17:46
by Jazcash
It's a fucking AK, about the size of a pea. Theres only limited features you can add to a unit that size. One gun on each hand is enough, Ignore Bobs pictures.

Re: AK +1

Posted: 10 Sep 2008, 19:35
by Jasper1984
I am not putting such complicated legs on it.
Here is my latest version.
Image
Although i got the hang of mesh manipulation, i am still very clumsy with blender :-/.

Re: AK +1

Posted: 10 Sep 2008, 20:02
by Hoi
set up all edge hardnesses

Re: AK +1

Posted: 10 Sep 2008, 20:09
by Jazcash
Looks a lot nicer, try and reduce it to as lesser polys as you can whilst it still having the same basic look and possibly make the back more straight a flat. Also It's hard to see what's joining the shoulders to the body, other than that it's a big improvement from the original design Nice stuff ;)

Re: AK +1

Posted: 10 Sep 2008, 20:39
by rattle
Uh I fail to see a difference

Re: AK +1

Posted: 10 Sep 2008, 20:59
by Jazcash
rattle wrote:Uh I fail to see a difference
Legs are better, feet changed, and compared to the first model it's a lot better. No?

Re: AK +1

Posted: 10 Sep 2008, 21:02
by Hoi
set all edge normals please, and there is some poly waste in the head.
But improving:)

Re: AK +1

Posted: 11 Sep 2008, 09:09
by rattle
I'm not even considering the first model because it was made in one piece which made it pretty much useless. No I mean it's not much an improvement over the 3do model, IMO.

Re: AK +1

Posted: 11 Sep 2008, 12:31
by Gota
I agree on that.
Why nto make units complicated?its pretty...

Re: AK +1

Posted: 11 Sep 2008, 15:11
by Pxtl
Tiny details look nice up close, but make the model look like noise when viewed from command range.

Re: AK +1

Posted: 13 Sep 2008, 17:32
by rattle
And it's a pain to unwrap them properly with all those little fancy details. No you would want to use a normal map for that.

Re: AK +1

Posted: 14 Sep 2008, 02:32
by Jasper1984
Am really still learning to use blender and 3d modelling in general. Was rather annoyed with not finding the UV mapper, but got it now.. Already got the hang of putting seems at strategic positions, a little.
rattle wrote:And it's a pain to unwrap them properly with all those little fancy details. No you would want to use a normal map for that.
Does not seem to be a problem, not tried texturing them before, though. Could imagine it being a problem when the details are little extrusions.(Rather then smoothing extra vertices.)
Pxtl wrote:Tiny details look nice up close, but make the model look like noise when viewed from command range.
What causes it? Have not noticed it on the spherebots.(Those were high-poly, no?)

Its 475 vertices and 563 faces now.(Some of the faces are quads though.) I do not see any truly useless vertices. Some of them is just a little roundness adder, comes with being higher detail level. I still want to try making a lower detail level version later.
I changed the back to something less round.
Hoi wrote:set up all edge hardnesses
What are these exactly? It it what is messing the brightness of the faces in some of the screenshots? Brightness of faces do not seem to match what is expected from the normals some places, at least, in the renders.

PS I can give you the .blend file (or one of its exports) if you want.
PS2 dammit, forum software should ignore a single newline before and after quotes.

Re: AK +1

Posted: 15 Sep 2008, 16:14
by Hoi
I don't use blender, I use wings, but the edge hardness or edge normals are someting like auto smooth, stuff can look smooth whithout being smoothed, or hard, (when used the right way)

Re: AK +1

Posted: 15 Sep 2008, 16:24
by smoth
http://www.blender.org/forum/viewtopic. ... c1a2b51979

Not a direct explanation but it should send you in the right direction. You are looking for/at smoothing groups.

Re: AK +1

Posted: 15 Sep 2008, 19:35
by Cremuss
select your mesh, press F9, select all the mesh (A) and find the "Set Solid" button in the editing mode, at the bottom :wink:

Re: AK +1

Posted: 15 Sep 2008, 20:20
by REVENGE
Obviously NEEDS MORE SMOTHING!

Re: AK +1

Posted: 26 Sep 2008, 02:30
by Jasper1984
Ok, i do not seem to be any good at texturing, perhaps i need to make some drawings to get an idea how the texture should look in the first place. This could take a while, as i am not properly internally motivated, nor consistent about my projects.
Meanwhile, i put what i already have up here under CC-sa-nc license. Feel free to do whatever you wish(nothing) with it accordingly. As an aside, what percentages of the work are the modeling, texturing, animating and scripting(fitting into the game) parts?(typically) Wouldn't be suprised if the mesh is only 10% of it, aside of discussion whether it is a good one.

Re: AK +1

Posted: 26 Sep 2008, 03:24
by Cremuss
It depends. If you have can't imagine or reproducing a design in 3D, the modeling part can takes hours and hours to get something good. But generally I think you'll spend more time in texturing and Uv/mapping, even if I've never do any animation scripts but I suppose it's quickly done when you know how the scripts syntax works.

Re: AK +1

Posted: 26 Sep 2008, 05:36
by Evil4Zerggin
For me it's roughly:

Modeling: 25%
UVing: 10%
Texturing: > 60%
Scripting: < 5%

Of course, I'm a programmer first, so I'm kind of biased. Also I consider scripting and animating the same thing since they're both in the COB script.