Upcoming Models

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

Post by Wilson »

Good idea. It will also look better if you work from your rear fender forward because that has quite a few polys.
toonys66
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Re: Upcoming Models

Post by toonys66 »

wowowoww really great the KTM!!!!!!! hope it come in 250!
looks great!!!
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hvpunk62
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Re: Upcoming Models

Post by hvpunk62 »

ddmx488 wrote:Still probably gonna redo the swingarm and shrouds again. not happy with them.
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ohhh dont be so ungrateful they look awesome
DJ99X
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Re: Upcoming Models

Post by DJ99X »

Complete misuse of the term 'ungrateful' right there
hvpunk62
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Re: Upcoming Models

Post by hvpunk62 »

dude shut up im trying to sound smart and i happened to hear it on tv when i said it hahahahaha
Mbutler183
Crushed Dissenter
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Re: Upcoming Models

Post by Mbutler183 »

hvpunk62 wrote:dude shut up im trying to sound smart and i happened to hear it on tv when i said it hahahahaha
Ungrateful would be something you say in a situation like this:

You have everything a mx addict could possibly want; 5 bikes, all tuned too perfection. 100's of spare parts. etc etc.
And you still want more, you are ungrateful for what you have
hvpunk62
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Re: Upcoming Models

Post by hvpunk62 »

ye i know what it mean i just couldnt think of a word to fit its place my mom called me it be 4
DJ99X
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Re: Upcoming Models

Post by DJ99X »

Modest would be the word I'd use
ddmx
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Re: Upcoming Models

Post by ddmx »

had more time than usual today
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markm32
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Re: Upcoming Models

Post by markm32 »

Holy smokes!! I absolutely love it. I bet you can find something that could be improved and will try to make it perfect but this is what I will say about that: It already perfect.
MessiaH
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Re: Upcoming Models

Post by MessiaH »

DD! As I just told you on MSN. And I'll tell you here again, just to remind you: Drop that Blender bull shit..

You just made your mesh worse simply due to Blender being so retarded with smoothing. You added a LOT of unused polygons to that shroud and have quite a few of them on your rear fender as well. All of this to just get a semi smooth look in Blender.

And for anyone who thinks I'm joking. I'm not. I'm dead serious.
DankeKTM21
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Re: Upcoming Models

Post by DankeKTM21 »

i know you dont joke, and i dont know anything about 3d model but i think it looks great, and its alot of time many people is working on it, i dont care about detail i just want to DDMX release it :) PEACE
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Kawasakis wrote:Hah yeah, because basketball and football requires just one ball - two balls just only for motocross riders haha
DJ99X
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Re: Upcoming Models

Post by DJ99X »

Once you put the model into blender, those groups are going to go away anyways. And if not, well, they will definitely go away when you put it in the game, as the game sets everything to 100% smooth unless you split vertices
ddmx
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Re: Upcoming Models

Post by ddmx »

The dilemma has seemed to have been solved. With an import into max, a few tricks, an export then an import into blender, a few tricks, should be a perfect way to bypass the quirckyness.
MessiaH
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Re: Upcoming Models

Post by MessiaH »

DJ wrote:Once you put the model into blender, those groups are going to go away anyways. And if not, well, they will definitely go away when you put it in the game, as the game sets everything to 100% smooth unless you split vertices
DD already answered. He started thinking like it was rockest science as well. So I don't blame you!

Blender only supports one smoothing group. So you'd have to split the vertex in order to achieve a look that is similar to using different smoothing groups.

Spliting the vertex is a royal pain in the behind when still modeling.

However. If you work in max (which offers you far greater tools to begin with) you can use the smoothing groups (never use more than 4) while modeling, without having to split the vertex. This allows you to mold your model with a lot more ease.

Now the delima of loosing these groups in Blender. This really easy to avoid. Max can use the smoothing groups as selection masks as well. So you make selections by smoothing groups. Selecting group 1 to 4, one by one. Everytime you select a group. You detach the selecting to sub-object. This splits the vertex.

When you done that for all four groups. You select the whole model and set it to one single group. You export as .OBJ and import to Blender.

Tadaa, you have a model that looks exactly the same as in Max. :)
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