Tremulous Forum
Media => Modeling Center => Topic started by: Firstinaction on August 15, 2010, 01:24:07 am
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I been working on some arms and a rifle I came up with. These arms are high poly but I can easily make them low poly with the touch of a button. I was pretty much inspired by stannum because I guiss he is the trem modeler.http://janvanderweg.com/pics/tremulous/
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neat :)
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thats kewl i would like to see alien effects when they attack :)
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How many verts?
Seems rather interesting.
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How many verts?
Seems rather interesting.
High poly version in those pictures you see for the arms are about 11,000 and the low poly version range around 5000
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Claw >:D
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I imporved the object on his arms by deleting that other one and just making gloves on his hand. Even though the other design was more futuristic It had alot of problems with overlapping meshes. I will probably make something for his arm later that will go behind his glove. Probably a screen and it says trem on it or something. For my upcomeing project - High poly tremulous. Its just going too be an animation for fun and practice...
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Unfortunately that's far too many for Trem.
I bet you that you could make it look good at 1000 vertices.
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I can make it look good at lower then 1000. Just It will only look resonable if textured. Like low poly arms I could make. But I dont know how too texture arms.
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Learn how to UV Unwrap the arms.
Blender is really good at doing this along with your input.
Then you need a texture to put in on the hands.
It can be as simple as finding an image online then slapping it on or as far as making it from scratch with GIMP.
The best between would be composting a few images, using them as brushes then finishing your UV map.
I need to learn GIMP and can't draw at all so I'm restricted but am planning on learning :)
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not bad. I like it.
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Learn how to UV Unwrap the arms.
Blender is really good at doing this along with your input.
Then you need a texture to put in on the hands.
It can be as simple as finding an image online then slapping it on or as far as making it from scratch with GIMP.
The best between would be composting a few images, using them as brushes then finishing your UV map.
I need to learn GIMP and can't draw at all so I'm restricted but am planning on learning :)
As good as the blender algorithms for unwrapping are, I recommend you 'project from view' piece-by-piece. It's easier that way.
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That works well too :)
I haven't done much UV work,
I cheat as much as I can with procedural textures.
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I can create a texture using gimp too save my life... So thats why I ask other people to texture whatever I have if they want too texture it...
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I can't create a texture using gimp to save my life... So thats why I ask other people to texture whatever I have if they want too texture it...
I think that's what you meant.
If you don't think you're good at texturing then why not just keep trying till you make something you like? Surely gaining the skill for yourself is better than relying on others.
Anyhow, I'll give it a shot if you can send me the model files (not only do I need to see/adjust the UV map but I like to test my textures while I'm making them).
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I can't create a texture using gimp to save my life... So thats why I ask other people to texture whatever I have if they want to texture it... I'm a gay penis and don't know how to texture, omg I'm such noob.
Fixed.
The arms look nice. However, these arms are more like for naked human (the second ones, not the first), as they look plain.
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If it was decently textured, I bet it would be awesome. Really, too much of it depends on the texturing job, but the modelling is great. Could you post a .blend file so I can try my hand at texturing? (I can't really texture, this is just to play with :P)
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Here is the hand models. Go on the websight and click on the models tab and you will find the hand model... Its high poly soooooo. http://firstaction.WebStarts.com/index.html?r=20100902065118
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Protip: learn to spell, especially on your own website.
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Well he can't spell but he can rig that hand and arm model pretty well.
That or he copied it, I think, I want to think he rigged it.
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Nice websight Firstinaction!
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Nice websight Firstinaction!
Thanks. Im not online anymore untile my computer is fixed. Im on my dads. So It will be a while...
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he meant that it's spelled website not websight
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Damnit F1rst. Stop being a productive member of the forums. I WANT MORE DRAMA.
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First if you have any questions regarding modeling, texturing, or anything I'll try to help.
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Hmmm... might sound quite dumb, but what you are saying all the time - This is a high-poly model, but I can easily make it low-poly... Somehow, I haven't seen a single low-poly model you have made! You just say you CAN make it low-poly, but you DON'T! If you really say you can make low-poly stuff too, then please, make the arms low-poly for a small example.
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Hmmm... might sound quite dumb, but what you are saying all the time - This is a high-poly model, but I can easily make it low-poly... Somehow, I haven't seen a single low-poly model you have made! You just say you CAN make it low-poly, but you DON'T! If you really say you can make low-poly stuff too, then please, make the arms low-poly for a small example.
+1
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Hmmm... might sound quite dumb, but what you are saying all the time - This is a high-poly model, but I can easily make it low-poly... Somehow, I haven't seen a single low-poly model you have made! You just say you CAN make it low-poly, but you DON'T! If you really say you can make low-poly stuff too, then please, make the arms low-poly for a small example.
O k if you are a modeler in blender you would know. But Its a simple button you press in blender that will take a (for example) 2000 poly object and make it into 1000 or 800 or 500 depending on were you want it. But thats the simple easy way. The hard way is better to do because you can texture it after you lower the poly count and the easy simple way turns your model into a triangle death trap. Were you are really unable too texture it to save your life. :laugh:
But If I would show you I would make the simple easy way and the model would look ugly as... (Post text here)
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FirstInAction means that lowering the poly count is hard to do without the premeditation of doing so.
Lowering it is a pain in the butt and if you're lazy then you'll get crap with the reducing the poly count with a script.
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I vote for the Firstinaction join in dev team and help in 1.2 models ;D
very nice work guy, but, I think the first hand model is better.
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I vote first shows that he can model properly for ioQ3.
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Aww shucks. "O well you know". THanks.
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Hmmm... might sound quite dumb, but what you are saying all the time - This is a high-poly model, but I can easily make it low-poly... Somehow, I haven't seen a single low-poly model you have made! You just say you CAN make it low-poly, but you DON'T! If you really say you can make low-poly stuff too, then please, make the arms low-poly for a small example.
I agree with this guy.
Polycount reducing tools such as 'decimate' are not suitable here:
-The tool works best on reducing the polycount from TOO MUCH FOR QUAKE to STILL TOO MUCH FOR QUAKE.
-The tool has no respect for symmetry and flat details which makes it pretty poor when working with things like guns.
-The tool is designed to help you make lower poly models. Help. It is only a tool and won't do all your work for you. You still need to labouriously correct what it didn't get right and the gun will still need some details that the tool would not have made an exception for.
So it really amounts to a waste of time to make such a high-poly model to begin with, unless your guns are just concepts.
In short, you've yet to show us a low-poly model which takes much more skill than you think it does.