Author Topic: First model  (Read 8351 times)

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Offline Davin

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Well its the first model that I've come close to calling completed. Imput on what to do with it is welcome.

« Last Edit: February 26, 2007, 08:38:48 am by Davin »

 

Offline Vasudan Admiral

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Nice!  :yes:
Are you using the mirror modifier though? It'll make your life a whole lot easier only having to model half of it. ;)

I can show you how to use it if you'd like.
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Offline Davin

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Nice!  :yes:
Are you using the mirror modifier though? It'll make your life a whole lot easier only having to model half of it. ;)

I can show you how to use it if you'd like.

Yeah I mirrored it, but they way I did it I had to manually line the thing up again, oh well 5 mins work gone  :p but if there is a script in blender that does that automatically it'd be great to know how to use it.

Edit: Just realised that that pic was saved as a bmp, fixed.

Edit2: Ok well I realised that I hadn't officially mirrored it the first time, but due to the thing not saving properly I had to remake the primary guns, and discovered the real mirror modifier, that'll make things easier.

Oh and does anyone know why when I go into anything to do with the textures (or try to import in into ts) a whole load of the mesh goes transparent?
« Last Edit: February 26, 2007, 01:45:55 pm by Davin »

 

Offline Vasudan Admiral

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Oh you found it yourself then? Good. :)

The transparency you're seeing is because some of the normals on the mesh are facing inwards rather than outwards. Faces are only visible from the side where their normal is on. You don't see it in edit mode because you probably have 'double sided' faces enabled (mesh tools on the buttons window when it's in edit mode (F9) ).

To fix that, tab back into edit mode, select all and press ctrl+n to recalculate all normals so they're on the outside of the model.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline Raven2001

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Let me tell you that for a first attempt its not bad at all :)

That normal recalculate only works if ur model is perfectly concealed though... so if you do it and you still have the problem, look closely for any model errors

As for what to do next... you already have a nice main body, now you just need to add details to it. Feel free to shout me in PM if u need any tips\help with tools in blender :) ... only the mesh ones though, I dont do NURBS :P
« Last Edit: February 26, 2007, 04:57:43 pm by Raven2001 »
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


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Offline Davin

  • 26
Oh you found it yourself then? Good. :)

The transparency you're seeing is because some of the normals on the mesh are facing inwards rather than outwards. Faces are only visible from the side where their normal is on. You don't see it in edit mode because you probably have 'double sided' faces enabled (mesh tools on the buttons window when it's in edit mode (F9) ).

To fix that, tab back into edit mode, select all and press ctrl+n to recalculate all normals so they're on the outside of the model.

Oh so theres a script that does what I just did manualy... oh joy, now that woulda saved some time. Anyways back to adding some details, my only questions are would it be better to integrate them directly into the main model or have them as a seperate model like all the pipes on the hurc. That and how do you make surfaces into glass, for example the cockpit of a ship. Thanks for the help so far.

 

Offline Raven2001

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Well about the mirroring, what I do is just use the mirror command (M then choose an axis to mirror), then I get the 2 sides together, and finally I select the middle line vertices (the ones that should b the same ones, and not 2 separated ones) and do a remove doubles.

As for question no2: it depends. If your aiming at just regular stuff, then do it in the original model (may b more time consuming, but it pays off later in the models "professionalism" and the UV mapping). However for detail object LOD stuff, obviously it has to be separate sub-objects

Reference to the HTL Hecate to see what im talking about: ive done lots of greebling\detail on the main mesh, but then it has all those separate LODed objects
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Mobius

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Offline Davin

  • 26
Your ship looks like the Oracle from INF SCP!

Hmm, well it wasn't inspired by that, in fact I was trying to create something original without drawing overly on other models. Anyways some changes have been inplemented to add more detail and I'll post a updated pic sometime tomorrow after I do some more work on it.

 

Offline Vasudan Admiral

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Glass as in glass that will be transparent and have geometry behind/beneath it?
The main thing with that at this stage is to simply make it a separate object from the rest of the model. Once your model and textures are done and you're ready to convert, you re-attach the glass object to the main mesh in Truespace before saving. What this does is ensures that the glass polygons are last in the list to be rendered in-game, so the transparency works properly and the glass doesn't hide parts of the ship beneath it.

As for the details, you'll have to use your judgment. Here are the three main options though:

1) Geometrically attach or integrate detail on to your mesh. This is the most common method and should be used on most medium-large scale details.
If something is geometrically attached to your mesh, clicking any single verticie on either the mesh or the detail and pressing ctrl + L should select all verts in both parts.
As long as there are no holes (missing faces, disconnected verts etc), this is the most stable type of model during conversions and in-game.

Example:


2) Have your detail as a part of the same mesh, but the pieces themselves are separate. Ie, if you select a vert on the detail and press ctrl + L, only the verts that make up the detail will be selected.
This is the method you should use for small details like pipes and stuff where it would be a waste of polys to geometrically attach them.
This method is usally quite stable as long as you keep the separated objects relatively simple. If you begin building huge chunks of hull out of separate pieces, it will most likely cause problems somewhere along the line.

Example:


3) Have your detail as a separate mesh from your hull mesh entirely. Use this method only where you want the game to recognise the detail as a separate object, such as a radar dishes, turrets, rotating subsystems or detail boxes (basically detail that will only be drawn when close to it).

Whatever you do, don't use this method to build your ship's hull out of separate objects, because this would get you the least stable and probably a PCS crash-happy result. I can explain this in more depth if needbe - it has to do with Truespace and PCS.

Example:


So yeah - just pick which type you want to use based on what type of detail you're trying to achieve.



Raven: I didn't know you used Blender? Awesome. :)
(though you might want to look up the mirror modifier in the edit section of the buttons panel - it'll mirror everything as you go rather than you having to use the mirror tool (m), and once you apply it you don't have to remove doubles ;) )
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Raven2001

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Yes Ive always used Blender untill now... bar some "post-production" and UV mapping (when I can manage it) in 3dsMax... its an excellent progrie, its free, and simple to use on the mesh editing, so why not? :)

Only things i find lacking atm is a decent bevel and inset\outline command. And yeah i kno bout that mirror linked thingy... just not used to using it (old school eheh) :P
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

  

Offline takashi

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say, what exactly is your method for UV mapping acurately? im exelent at models, but in UV maps i fail.

 

Offline Davin

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Anyways, heres some added detail. I'm going to do some more after work tommorrow but for now that'll do. Oh that and I broke 1k polys


 

Offline Raven2001

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say, what exactly is your method for UV mapping acurately? im exelent at models, but in UV maps i fail.

I use planar, cubic\box, and Unwrap... depending ont he situation

Anyways, heres some added detail. I'm going to do some more after work tommorrow but for now that'll do. Oh that and I broke 1k polys



Whats that ship supposed to be btw?For a rough estimate of the polys you should be aiming for
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Davin

  • 26

Anyways, heres some added detail. I'm going to do some more after work tommorrow but for now that'll do. Oh that and I broke 1k polys



Whats that ship supposed to be btw?For a rough estimate of the polys you should be aiming for

Its going to be a fighter, so I'd say ~2k polys

 

Offline Raven2001

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yep, although dont be shy :D

My fighters nowadays have about 3.5k polys, without cockpit... but i tendo to do a bit more LODing prowess, not to cause slowdowns.
But yeah 2k is about it for starters, once you understand LODs better, you will see you can exagerate a bit more :)
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 
Agreed, lod 0 for me is usually between 2000-3000 polys depending now how much i like the model.  The bigger the ship the more polys usually. Cockpits for me usually sit in the 500-600 poly range.
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Offline Davin

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Anyways I added some details, piping and stuff. Oh and I was just wondering would secondary weapons but inset tubes or missiles/torpedos with their heads sticking out like I currently have it?


 
Lowering the smoothing value would help it out a lot  :yes:

and if you ever release it as source (not just pof) I have some ideas that I could turn it into, either a corvette, gunboat or bomber
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Davin

  • 26
Well here's an actual render, I couldn't figure out how to change the smoothing values while in edit mode, but I managed to figure how to change the render values.



Edit: Wonders why firefox randomly shut down when I clicked post... blender did that earlier too, maybe its time for a reboot.
« Last Edit: February 27, 2007, 10:41:54 pm by Davin »