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Pub sign

  • ReNo
  • January 18, 2005 at 4:44 AM
  • ReNo
    • January 18, 2005 at 4:44 AM
    • #1

    Well after Ferret's first model post, I feel tragically underwhelming with my first offering, but here it is anyway. I figured I really needed to get into learning to model, so cracked open milkshape and built this little pub sign, for use in an RPG we are making for a uni project. My first version was a hilariously unnecessary 720 triangles...

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/pubsign.jpg]

    As you can see, I wasted them all away on the hinges, and I hadn't even put in the chains at that point. I figured since the camera will never really get in close enough to show the detail, I'd simplify it and get it down to <200 polys.

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/pubsign3.jpg]

    I made really basic replacements for the hinges and simplified the sign itself to be just a simple box since the detail wouldn't be made out anyway. It makes an unimpressive model even less impressive, but hell, at least its somewhat more useable now. Ended up at 208 polys since I didn't want to lose the curves in the framework, which is a bit more than it really needs, but I couldn't see much opportunity to optimise further.

  • mikezilla
    • January 18, 2005 at 5:06 AM
    • #2

    the frame needs to cast a shadow on the painting on the texture.

  • OL
    • January 18, 2005 at 7:21 AM
    • #3

    zillas right of course, model looks fine though

  • ReNo
    • January 18, 2005 at 6:26 PM
    • #4

    Good point about the lack of shadow on the picture, I'll get to work on that. The skin was a quick hack job, I need to tidy it up quite a bit really. I'll also try and improve the link between the rope and the picture, as the current fixings look pretty crappy.

  • RD
    • January 18, 2005 at 8:08 PM
    • #5

    Try making my avatar as ur second model Reno. U can skin it as well

  • KidDynamite
    • January 18, 2005 at 8:20 PM
    • #6

    neato sign model, and everything else ^^^^^ they said.

  • von*ferret
    • January 18, 2005 at 9:46 PM
    • #7

    oh now its on reno

  • KidDynamite
    • January 18, 2005 at 9:47 PM
    • #8

    OK NOW SECOND MODEL CONTEST!!!!

    Reno VS. Fetter

    Round 2

    FIGHT!

  • von*ferret
    • January 18, 2005 at 9:49 PM
    • #9

    MODEL KIDS TRUCK AND WIN A DINNER AT CHANGS

  • KidDynamite
    • January 18, 2005 at 10:28 PM
    • #10
    Quote from von*ferret

    MODEL KIDS TRUCK AND WIN A DINNER AT CHANGS

    Truth! but i refuse to pay for air-fare!

  • ReNo
    • January 19, 2005 at 12:54 AM
    • #11

    Keeping in the pub theme, I've got to new offerings today. First up was a bar stool, at a rather pricey 396 polygons...

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/stool.jpg]

    Due to the circular shape of the stool, I couldn't really see much further opportunity to optimise, but if anybody has suggestions on ways I didn't notice then I'm all ears.

    Next up I made a picnic table, using 240 triangles...

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/picnic.jpg]

    I'm tempted to put more detail into this by adding bolts and bevelling edges, but I think a skin could do all I need given that its for an RPG with a camera unlikely to get overly close.

    Think I'm gonna try and make one other model today, and then skin them all properly (including replacing the rush job pub sign) tomorrow.

  • skdr
    • January 19, 2005 at 1:05 AM
    • #12

    Hey cool stuff! Does milkshape support model exporting for HL2?

  • mike-0
    • January 19, 2005 at 2:32 AM
    • #13

    Valve doesnt have a milkshape exporter right now and they dont plan on making an exporter for any other 3d modeling tools than xsi, 3dsmax, and maya. Of course, a third party exporter could be on its way but that could take a while. I think i read that on the source sdk doc.

  • ReNo
    • January 19, 2005 at 4:19 AM
    • #14

    Hmm, a crappy wagon wheel at 504 polys. I couldn't get the central part looking right, and the spokes I made in about 20 seconds so look rather awful. Might spend a little more time on it tomorrow to try and even out the polys (there are too many on the central part for how crappy it looks, and not enough on the spokes), but for now im going to sleep.

    [Blocked Image: http://www.snarkpit.com/pits/reno/images/models/wheel.jpg]

  • Acumen
    • January 19, 2005 at 2:02 PM
    • #15

    um, why exactly did you made the "axis" that round and detailed and the REAL wheel that blocky ?

    You should do it just the other way round, otherwise it wouldn't make too much sense to me. You have tons of polies on the inner element but which you could easily spend on the actual wheel shape, which would look much much better in the end, then.

  • ReNo
    • January 19, 2005 at 4:52 PM
    • #16

    Yeah you're totally right on that, it was down to lack of planning really. I made the outer wheel thinking the end result would be quite low poly, but then I used the same number of sides per cylinder for the inner hub despite it being much smaller. I'll probably remake this one from scratch - optimising it would essentially be doing that anyway!

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