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The random model thread!

  • KIIIA
  • August 29, 2005 at 6:28 PM
  • Coen
    • May 16, 2007 at 12:54 PM
    • #2,001

    Proly because all the flat surfaces are divided by 3ds into tri's...which could lead to bad results

  • ^Slick
    • May 16, 2007 at 3:30 PM
    • #2,002

    How can i fix this?

  • Psy
    • May 16, 2007 at 3:40 PM
    • #2,003

    You have a polygon with like...TEN SIDES!

    Split it up manually and apply a smoothing modifier to it.

    I could fix it over MSN...but of course it's being ghey and decided to not work today.

  • SnipaMasta
    • May 16, 2007 at 3:53 PM
    • #2,004

    Nothing to do with having ten sides, that's quite acceptable (they're called N-Gons for a reason ) it's because the surface probably isn't completely flat so when it triangulates it it goes to hell. Select the face/poly and then under "Edit Geometry" in Edit Poly, there should be

    "Make planar" then "X" "Y" "Z". One of those (depends what direction you made the gun face) will flatten the verticies around the face so it won't triangulate wierd - look in the front view to see if it's flattening right.

  • ^Slick
    • May 16, 2007 at 4:00 PM
    • #2,005

    Aha, thank you very much Snipa.

    What kinda of polycount should I be aiming for at the moment? I think its a bit high at the moment but it is basically finished.

  • bitmap
    • May 16, 2007 at 4:05 PM
    • #2,006
    Quote from SnipaMasta

    Nothing to do with having ten sides, that's quite acceptable (they're called N-Gons for a reason ) it's because the surface probably isn't completely flat so when it triangulates it it goes to hell. Select the face/poly and then under "Edit Geometry" in Edit Poly, there should be"Make planar" then "X" "Y" "Z". One of those (depends what direction you made the gun face) will flatten the verticies around the face so it won't triangulate wierd - look in the front view to see if it's flattening right.

    exactly.

  • Rick_D
    • May 16, 2007 at 4:14 PM
    • #2,007

    or you have edited it with extrusions and you need to just apply some smoothing ?

  • ^Slick
    • May 16, 2007 at 4:19 PM
    • #2,008

    Even after smoothing it that section looks exactly the same.

  • SnipaMasta
    • May 16, 2007 at 4:26 PM
    • #2,009

    Max. should probably be about 4000 for a modern day game - that gives about 1500 for hands. For a pistol that should be a bit less unless it's really well detailed.

  • ^Slick
    • May 16, 2007 at 4:32 PM
    • #2,010

    Thanks, I should be fine with a 2500-ish pistol.

  • Whoot
    • May 16, 2007 at 5:50 PM
    • #2,011
    Quote

    Even after smoothing it that section looks exactly the same.

    Weld vertices?

  • twiz
    • May 16, 2007 at 6:07 PM
    • #2,012
    Quote from Whoot

    Weld vertices?

    Yeah even if they're close to flat and they're part of the same smoothing group it shouldn't look like that... unless you have backfacing there too which is also part of the same smoothing group, then it can get funky lookin...

  • ^Slick
    • May 16, 2007 at 6:18 PM
    • #2,013

    I don't think I have any back facing, this model started with one single plane.

  • Minos
    • May 16, 2007 at 6:48 PM
    • #2,014

    Here's a plymouth barracuda-like car I'm modelling for a low poly contest (1k tris budget). I'm now doing the high poly version for normal map baking (I never done it before, hope it doesnt such too much ). I think the shape is ok and it can look kickass with a hot difuse + normal.

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip01.jpg]

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip02.jpg]

    [Blocked Image: http://i78.photobucket.com/albums/j101/thiagok/barracuda_wip03.jpg]

  • Rick_D
    • May 16, 2007 at 7:16 PM
    • #2,015

    Maybe you could use your left-over tris to make a nice twin exhaust, or some wing mirrors? Or even smooth the shape of the tires.

  • tomdon
    • May 16, 2007 at 7:19 PM
    • #2,016

    You could still cut back a whole load of those tris without loosing any of the current shape.

  • Minos
    • May 16, 2007 at 7:22 PM
    • #2,017
    Quote from tomdon

    You could still cut back a whole load of those tris without loosing any of the current shape.

    Like.. where ? I don't like merging vertexes together cause it results in triangular shapes and I don't like working with triangular shapes.

    Rick_D: Yeah, I'll add a huge exhaust and a blower with the polys left.

  • Psy
    • May 16, 2007 at 7:26 PM
    • #2,018

    Niceness. Maybe the back bumper needs some of it's verts moved around?

  • Seldoon182
    • May 16, 2007 at 8:11 PM
    • #2,019

    A low-poly hand I've done...

    [Blocked Image: http://pix.nofrag.com/6b/5b/b6ec3629b217e367135dea4f0a41.jpg]

  • von*ferret
    • May 16, 2007 at 8:35 PM
    • #2,020

    poly count?

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