Upcoming Models

Post about creating and skinning models here
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DJ99X
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Re: Upcoming Models

Post by DJ99X »

48-50mm, if your talking about what I'm thinking about
JETZcorp
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Re: Upcoming Models

Post by JETZcorp »

I think you've got the right thing, thanks.

The reason I asked is because I was wondering how it compared to the 40mm forks that started appearing around 1980 or so. Big reduction in flex, the magazines said. And interestingly, they were lighter than the narrower tubes in use before, because they could be made of thinner material.

Anyway, carry on.
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MessiaH
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Re: Upcoming Models

Post by MessiaH »

DJ wrote:Dear modellers. Splitting vertices in an object does wonders with the game shading. Check it out, this is on JonthexXx's helmet I am prepping up for the game. Its down to 760 faces now (the final one he gave me had 900 faces). On the right is split vertices:
http://i32.photobucket.com/albums/d37/D ... ample1.jpg

Just got the goggle frame to unwrap, then I'll (attempt) to skin. I'll do the goggle frame tomorrow, I have no idea how I'll do it
Mhmm, can't just set smoothing groups for Blender?

Thats how it works in 3D Studio.. Most games read up untill 4 smoothing groups.
ddmx
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Re: Upcoming Models

Post by ddmx »

Blender is really good at being ass backwards, and since this game runs off blender, the game is sort of ass backwards also.
LuizH
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Re: Upcoming Models

Post by LuizH »

I was using SG on the kx but they dont work at blender :?
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DJ99X
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Re: Upcoming Models

Post by DJ99X »

All blender has is 'smooth' or 'solid'. And solid doesn't even work in the game :/
ddmx
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Re: Upcoming Models

Post by ddmx »

SO the fault is really in the hands of the game, and not really either blender or 3ds.
DJ99X
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Re: Upcoming Models

Post by DJ99X »

Splitting vertices does the trick though. But it takes up more memory.

How could there be more smoothing groups than just smooth and solid?
jlv
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Re: Upcoming Models

Post by jlv »

I thought about honoring Blender's flat/smooth shading flag but I decided against it. My reasoning was that the script would just split the verts for you anyway so you might as well just split them yourself and know exactly where the extra verts are. It's not like the 3d accelerator knows what a smoothing group is, you get one normal per vertex in hardware.
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ddmx
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Re: Upcoming Models

Post by ddmx »

What does everyone think about "optional" parts on the ktm? I could model the fatbar pad along with the crossbar pad, just alpha one out. I will probably put hand guards on it, i could make some enduro parts for it, maybe some other small stuff, what do you guys think?
adhkcrfhonda
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Re: Upcoming Models

Post by adhkcrfhonda »

i think you should keep it as a race version without enduro parts. maybe do that later
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Wilson
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Re: Upcoming Models

Post by Wilson »

Depends on how large you wanna go with the image, i think.
Turbine951
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Re: Upcoming Models

Post by Turbine951 »

I'd prefer it in race trim.
jbob23
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Re: Upcoming Models

Post by jbob23 »

do something like dj did with his yzf. id like a stock one, a mx tricked out one with all the goodies, and then an enduro one could be cool too.
DJ99X
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Re: Upcoming Models

Post by DJ99X »

Yeah, theres no point us having to alpha stuff out when we can just have the option to use a completely different model.
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