Beck: I think you should be able to have modular pieces and combine them with snap in-engine without merging vertices. I remember seing this in a tutorial at least. I just finished building my first modular piece for a school assignment and I had to merge the vertices in 3dsmax for UDK lightning to be consistent over modular edges though. I probably messed something up.
The random model thread!
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Quote from Beck
Which method would be the best to attach these pieces together into a single model? Currently there aren't any gaps viewable from the front of the model so would it be sufficient to just attach them together without welding any verticies? Or is it best to weld them all? (I'd have to cut the mesh up in a few places to add a few more verts to weld to.)
If there is a hard edge in the smoothing group, or a split in the UVs then it doesn't matter if you weld them or not, they will get split in the engine anyway. Keep it separate, it's fine.
Quote from BeckAnother question, is it better to model details seen below using extrusions or is it cheaper to just use primitives for stuff like this and have them intersecting the door?
you are adding so few tris that it's inconsequential.
Real world scenario:
1) you make it from as few polies as possible, floating geometry etc. You have to spread out your UVs, and you have a biug empty space on the door where your floating geometry would be in the 3d world. now when you LOD the model you have to make sure your texture underneath supports that.
2) you model everything as one piece, you texture it all as one piece - and when you LOD the model you just remove the edges and everything lines up and looks good. minimum amount of work, maximum texture usage.
Option 2 every time unless you are so tight for polies that those extra 20 take you below 30fps. But then I'd say you have bigger problems than a door.
Quote from BeckLooks good!
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Quote from Rick_D
2) you model everything as one piece, you texture it all as one piece - and when you LOD the model you just remove the edges and everything lines up and looks good. minimum amount of work, maximum texture usage.Option 2 every time unless you are so tight for polies that those extra 20 take you below 30fps. But then I'd say you have bigger problems than a door.
This is how I usually do it. If it's easier in the long run to do it this way I'll build it like that

Thanks for the feedback!

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Quote from Dejavo
Sounds dangerous.
I don't get it.
[Blocked Image: http://images.nationalgeographic.com/wpf/media-live/photos/000/002/cache/lightning-over-water_270_600x450.jpg]
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Armageddon, why soo low polly ?

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Well it looks like it's for mobile or something. Looks great!
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This is my first attempt at high poly surface modeling (is that the correct term?)
Any Crit is appreciated.
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Unsmoothed model:
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Looks cool! And I love MP7's.

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yeah, Mp7 is very popular for weapon modelers. I wanted to make one but as everyone is making it, it's hard to be compared to everyone

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Had some spare time to spend on my little scene, so: new textures/props
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I started working on an 1860 Henry Rifle. I still have to do the sights though. When I make the low poly I'll upload it to P3d.
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Wow dude you are improving! I was thinking of making a Henry Rifle myself, lever actions are so cool
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Very nice style you have going there PenE! I like

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Is it a 1st or a 3rd person/world model?
I think you could reduce the polycount at some areas, see this picture.
You might also want to add some loops at the barrel, otherwise it might get shader errors in some engines
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