24 Aug 11, 10:48PM
(Mapmodels) Hotel Sign
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24 Aug 11, 10:52PM
omg...epic :D
24 Aug 11, 11:13PM
Awesome detail.
24 Aug 11, 11:21PM
Omg lol, remember the comic contest on Hi-Skill? There was a comic that really needed that model hehe
25 Aug 11, 08:05AM
:O
!!!
25 Aug 11, 09:06AM
(This post was last modified: 25 Aug 11, 10:15AM by OpenSource.)
Cleaner does it again.
No wonder we love that guy. Great job mate, now all i gotta do is learn how to map. :P
25 Aug 11, 09:27AM
Thanks folks ;)
25 Aug 11, 01:16PM
Advice. Become a dev and throw all of your mapmodels and textures and skymaps into the official package. :D ASOM too. <3 Just saying.
25 Aug 11, 04:36PM
Now THAT would be hawt.
25 Aug 11, 04:41PM
You say you don't like Hi-Poly? GTFO!
25 Aug 11, 06:42PM
It's not that people don't like hi-poly; it's that some computers don't like it.
Let's make it clear, not everything I post is mine! Please read the readme.txt
Some items like this one are indeed of my creation and some have been (when licenses permitted it) reworked by me to fit AC. EDIT: I have never made any skymaps for example, don't even know how terragen works. Also I have no intentions whatsoever of becoming a dev for some personal reasons not at all related to AC, my contribution to the community is AKIMBO and many thanks to all who help or have helped running it... About polys the few I could have scrapped on this model wouldn't have made much difference anyway, sorry for those with slow engines... EDIT: I could however make another one without the letters models but then you won't have the bended "O" nor the tilted "L".
26 Aug 11, 12:32PM
That's a nice model. Some redundant vertices/polygons though.
Those vertices in the middle of the O are not necessary, since they do nothing for the shape. Close your cylinder caps with triangle strips, not fans, saves 1 poly each. And last but not least, weld your complete model's vertices. You don't need any smoothing groups in AC, for there is no shading that would rely on them. This will reduce the number of vertexes from 902 to 436 in your case. In milkshape, this would mean to put the whole model into smoothing group 1 (if I remember correctly) - there might also be a "weld vertexes" command, can't remember. It's actually the number of vertexes that's important for performance.
26 Aug 11, 02:49PM
Thanks once again for the advice makkE, there are indeed snap and weld vertex commands in MilkShape.
I will definitely go back fix those when I'm finished with these one...
26 Aug 11, 03:16PM
Okay, so simply select all vertices and go "weld" before you export your model. You should be able to see the diffrence in the model statistcs. You can use "snap" to convieniently snap those redundant vertices together. The model might look weird after that in milkshape, just use the flatshaded view if it bothers you.
26 Aug 11, 04:57PM
Humm, actually I'm getting curious about how many vertex I can save so I'll sort this out right now, the Fuel Pump can wait a little :D
I just checked. Actually, milkshape won't really tell you what's going on concerning vertex counts, and welding them doesn't seem to work like it used to in older versions.
What you should simply do, is select all, go to "groups" and in the "smoothing groups" section go "clear all" - this will actually weld all "virtual" vertexes. If you did it right, and press ctrl-m, it should look crappy in smooth shaded view - that's what we want! AC doesn't need smoothing groups, all they do is add uneccesary vertexes, but milkshape automatically creates them when you create primitives. If you own UltimateUnwrap, simply select all and go "3d" -> "Weld model"
26 Aug 11, 11:32PM
Well I work with version 1.8.4 and it does have the "model statistics" feature, following your advice on the "O" model and using 'weld together' command I've managed to come down to 375 vertexes which is kinda good since it's even less than expected.
Just need to redo materials on that particular letter since the texture got screwed up while messing poly's shapes. As for UltimateUnwrap I do have and roughly used it but some reason I feel more comfortable with MS3D's textures editor... But then again as I explained to Dementium4ever I've never explored that program in depth. PS: Does it ever happen to you to when seeing a 3D screenie you start hovering your pointer on it and expecting it to turn/move round? XD
Model has been updated!
Fixed: Rearranged the "O" letter model to get rid of 14 redundant polys Vertex amount reduced from 904 to 372 Removed unnecessary animation frames (MilkShape3D sets it automatically to 30 frames and I keep forgetting to delete them :cry: ) reducing .md3 file from 199Ko to 18.8Ko Thanks makkE :D Back to my Fuel Pump now :p |
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