Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: diamondgeezer on April 08, 2003, 06:44:00 pm
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I'm trying to make a model in Blender. It looks awful, and it's all your fault *points at assembled HLPers*
Seriously, if no one volunteers to help with me S:AABing, I'll post really sh1te models in this forum and then you'll be sorry. I mean it.
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*points and laughs*
*runs from models*
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I WOULD help, but I cant model sh1t.
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I would help, but I'm committed to modeling for two projects already and I've never seen a single episode of S:AAB. :nervous:
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You have schematics? If so, I'll try one and see what you think... but it'll be in LWO format and I have no way to convert it.
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Conversion? I have... ways...
If you're interested, I'll certainly send you a pic to work from. Check your PM box in a few minutes :)
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Originally posted by diamondgeezer
I'm trying to make a model in Blender. It looks awful, and it's all your fault *points at assembled HLPers*
Seriously, if no one volunteers to help with me S:AABing, I'll post really sh1te models in this forum and then you'll be sorry. I mean it.
hmmm....lets break this down peice by piece, to see if we can find the problem...
I'm trying to make a model in Blender.
Well, that wasn't too hard, I think I found the problem. Lets see if we can be a bit more specific...
I'm trying to make a model
well, anyone can do that, it isn't too hard...
in Blender.
I think I found the problem! And there you have it!
Seriously. Blender does something funny so that the models don't want to convert in PCS, mega-errors and such, and also I found it a bit stranger than TS as far as interface goes. Now, I know some people swear by blender, but odds are, these are the same people asking constantly about the BSP generator stack overflow.
Bottom line: Use truespace, it is the format that all of the .pof converters use, and it's a lot harder to **** something up in the native format than a different format. Also, for making models, some amount of artistic tallent is a plus. Actually, it doesn't even have to be artistic tallent. If you can line stuff up, you can make models.
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Anaz mate, leave it out. It's too late at night for ****ing about... what's important here is that I can work Blender and I can't work trueSpace. Thus, which program should I be using?
As for mega-erros, I made a bunch of missile models t'other day, and PCS didn't complain. We shall see... this thing is actually starting to look less 'god-awful' and more like 'amateurish'... hopefully I can post a screenie in a while :cool:
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Two words buddy-boy: Get Lightwave
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(http://www.angelfire.com/magic/diamondgeezer/sdnDG.gif)
*pokes Analazon with a stick*
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How odd... all the problems I've had with converting models in blender have been related to the models being doublesided. Interesting that you would think the problem would be with Blender. It's a simple fix, after all.
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****e models? I though the problem was ****e textures! (joking) :lol:
Let's face it, your the only modler who has time for SAAB so suck it up! (maybe we can con Aldo into "giving" us his hammerhead. Yes I know he can see this he he)
As for converting just hit it with a hammer like I do till the bloody thing converts (I'll stop hitting you if you behave!) :drevil:
Actually try converting it to other formats first then convert it back...
I just recorded the chiggy R mission brief. Commadore Ross swears twice...
"Now hear this C.F.B." (translation Clear as a F------ Bell) and
"get this Bastard and pile on!"
I miss this series greatly (Hoorah!)
:yes:
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Originally posted by Starfury
How odd... all the problems I've had with converting models in blender have been related to the models being doublesided.
How do you fix that? I've been deleting polies individually by the hundreds on this model I made double-sided.
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Make them single sided, and make it so that all of the normals face INSIDE... yes, I know it sounds insane, but it's right. You'll probably have to flip quite a few individually. But, when you finish, the object should be completely black.
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Er... opionions on the model? So far, Narol has said 'more polys'. Any other thoughts?
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It looks...
Like a ship.
My useless comment for the day.
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I know where thee lives
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North of the Humber,
Down Halifax way...
That's where I found my house,
And sat on a mouse,
which then did say...
Get off me you fat git!:D
How's that for spontaneous ****e?
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Originally posted by Starfury
Make them single sided,
A fat lot of good that advice is to me now. :rolleyes: I was hoping there was some way, in Rhino, Max, or TS, to remove congruent polygons.
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Chamfer the edges a bit at the front, but that's pretty much my only problem. Damned fine for a first model. Much better than my own (not that that's saying much). :yes:
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Originally posted by Starfury
Make them single sided, and make it so that all of the normals face INSIDE... yes, I know it sounds insane, but it's right. You'll probably have to flip quite a few individually. But, when you finish, the object should be completely black.
Flipping individual faces is not needed if your model doesn't have errors, ie faces or edges inside the model.
DG to find holes just use the extrude (e) and where ever you don't have a closed mesh it'll show you. (btw you need to have all the verts selected, to do this press "a").
I think I'm an expert on blender....or is that an oxymoran?
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There are no holes. I am that. Damn. Good. :cool:
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Originally posted by diamondgeezer
There are no holes. I am that. Damn. Good. :cool:
There may be no holes but if you are having a face prob the you got faces or edges where they shouldn't be.
Remember "I am that. Damn. Good." too :p
[note] My 3D modeling skills were raised on blender.
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forgot this. Diamond did you even try to use the face flipping feature in Blender?
Enter edit mode on the mesh (tab) then press 'a' to select all the verticles. After that press 'ctrl+n' to flip all to face normals the outside, or 'ctrl+shift+n' to flip the face normals to the inside.
Hope this helps ;)
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Bin flipping me faces in trueSpace. When I load the DXF, each chunk of the model is inside-out bar one probe thingy on the nose of it [:confused:], so I just select Flip Face and click the various sections until everything's A1 SUPAR.
As for the Blender knockers out there - in game, this model has one 'issue' that I can see, but that may have to do with me putting a couple of faces too close together. I'm experimenting to see if I can fix it, but if I can't then I'm not too bothered since this little forray in to the big scary world of 3D modelling has already gone above and beyond (;7) my expectations...
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Originally posted by diamondgeezer
this little forray in to the big scary world of 3D modelling has already gone above and beyond (;7) my expectations...
Somebody kill him! :D