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Wings3d tutorial
Posted: 16 Oct 2010, 21:33
by oksnoop2
Re: Wings3d tutorial
Posted: 16 Oct 2010, 22:55
by smoth
make slideshow. text is important loading all these images takes more time than reading a proper explanation.
Re: Wings3d tutorial
Posted: 16 Oct 2010, 23:19
by Forboding Angel
oi yes, slideshow ftw
Re: Wings3d tutorial
Posted: 17 Oct 2010, 20:42
by Fenrirr
Slide Show. I have some time today to fiddle around with stuff, but this would take a while.... Slideshow or some sort of video would also be nice (commentary as a nice touch as well

).
Re: Wings3d tutorial
Posted: 17 Oct 2010, 20:50
by oksnoop2
Image shack keeps giving me an error:
"Failed to upload your picture(s): Internal error"
I will continue to try to slideshowafy it though.
If anyone knows of another way, short of making 78 separate wiki pages. Let me know.
Re: Wings3d tutorial
Posted: 18 Oct 2010, 07:10
by SanadaUjiosan
Crop those things. Your resolution is so high it takes forever to load each one.
Re: Wings3d tutorial
Posted: 18 Oct 2010, 10:02
by FireStorm_
I think every tutorial is a good initiative, this one not excluded.
But i've been looking more closely, and i think it is strange you made a 8-side cylinder by using bevel on a cube.
reason: the top (and bottom) of your cylinder is made up of 14 tri's. If you make a cylinder directly the top will have a minimum of 6 tri's.
Now imagine a model made out of, lets say, 10 cylinders.
The bevel way would give a total of 440 tri's
The direct way would give a total of 280 tri's
I can imagine this could mean a significant difference in some cases.
Re: Wings3d tutorial
Posted: 18 Oct 2010, 18:21
by SanadaUjiosan
Oh no, the CT secret is out!
We don't know what you guys mean by tris.
Correction: I don't know what you guys mean by tris. I don't think snoop does either.
Re: Wings3d tutorial
Posted: 18 Oct 2010, 18:29
by Wombat
i still dont like wings3d, blender is somehow less complicated :D and ye, slideshow ftw
Re: Wings3d tutorial
Posted: 18 Oct 2010, 19:54
by FireStorm_
SanadaUjiosan wrote:what you guys mean by tris.
Oh, well that is easy. It are the surfaces your model are made off. A single triangle counts as one tri. a square can be cut diagonally and counts as 2 tris. A cube has 6 sides. all cut in to half gives 12 tris.
Simply put, these surfaces have to be calculated by your pc, and the more there are, the harder it gets to render/show them all on screen. At some point it could lag the simulation/animation that is a spring game. Less tris might be smoother in some cases.
i.e.
tris of a ct unit
Re: Wings3d tutorial
Posted: 18 Oct 2010, 22:20
by knorke
yea resize and crop to only show the relevant part of the screenshot.
for this:
http://img690.imageshack.us/img690/8166 ... ot011t.png
it would be enough to just show the menu i think.
if you do this in a clever way and get each image to 800x600 or so (so they can be viewed full size with readable text), you could just put them all on one page and users can scroll up and down.
Re: Wings3d tutorial
Posted: 18 Oct 2010, 23:29
by SanadaUjiosan
FireStorm_ wrote:SanadaUjiosan wrote:what you guys mean by tris.
Oh, well that is easy. It are the surfaces your model are made off. A single triangle counts as one tri. a square can be cut diagonally and counts as 2 tris. A cube has 6 sides. all cut in to half gives 12 tris.
Simply put, these surfaces have to be calculated by your pc, and the more there are, the harder it gets to render/show them all on screen. At some point it could lag the simulation/animation that is a spring game. Less tris might be smoother in some cases.
i.e.
tris of a ct unit
Didn't someone test just how "complicated" models could be in spring once and found that the engine does fine with ridiculous models?
Regardless, I'm not going to remodel any units purely for the sake of the number of triangles in it.
Re: Wings3d tutorial
Posted: 18 Oct 2010, 23:50
by FireStorm_
If ct runs fine on (most of) the pc of the players, I woudn't worry.
If you do get in trouble though: Re-UV-mapping to put multiple UVmaps on a single texture might be a theoretical* performance increase option worth considering. ct art easily allows for only needing a few textures, since a lot of surfaces are totally one colour, if I'm not mistaken.
(*I say theoretical, because, well, I'm no spring dev and I don't really know how much it would really matter. Same goes for the tris. But there are other forum threads about the subject though, IIRC.)
Re: Wings3d tutorial
Posted: 20 Oct 2010, 07:08
by oksnoop2
I really don't want to take the time to crop these images. Is there some way i can resize them with the power of html or wiki language? GoogleCode uses a bit of both.
Re: Wings3d tutorial
Posted: 20 Oct 2010, 17:34
by rattle
terrible...
Re: Wings3d tutorial
Posted: 20 Oct 2010, 17:48
by oksnoop2
rattle wrote:terrible...
This reply is not useful.
Re: Wings3d tutorial
Posted: 20 Oct 2010, 18:14
by rattle
so is your "tutorial"
Re: Wings3d tutorial
Posted: 20 Oct 2010, 18:21
by Hoi
Stop whining just because it's a tutorial for people who are new to 3d modeling.
Re: Wings3d tutorial
Posted: 20 Oct 2010, 18:28
by rattle
does it cover anything beyond resizing, extruding or creating basic shapes?
Re: Wings3d tutorial
Posted: 20 Oct 2010, 19:03
by Hoi
Do new people even understand those things? They don't. It's also a bit of an introduction to the interface.
This can be useful for an absolute noob.