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| The modelling topic; Discuss anything regarding modelling | |
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| Tweet Topic Started: Oct 27 2008, 02:25 PM (3,637 Views) | |
| Despellanion | Oct 27 2008, 02:25 PM Post #1 |
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Forum God
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I saw quite a few interesting post in another topic (which were very much offtopic for that topic, btw ) about one's modelling experience, so I decided to open up a separate topic for this discussion as I am interested myself to hear about your modelling skills.What is your prefered modelling software? Why do you use it? What software have you tried? How long have you been modelling? Insert question here..? I've been modelling for about 4-5 years. I started modelling in 3d Studio MAX 5 and learned the program and became accustomed to it's interface and functions very fast. Ever since my modelling skills have grown stronger for every model I make. I've also tried Anim8or and Blender and didn't like neither because both had very confusing and difficult interfaces. EDIT: You may also show off your creations in this topic if you like. Edited by Despellanion, Jan 7 2010, 11:09 PM.
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| Worthikids | Jan 7 2010, 11:40 PM Post #31 |
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A Tim in training *BOOM*
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Blender. I've never tried anything else because there not all free.(Although I did try anim8or and I couldn't get it to start up )I've been using Blender for 4 years.(I think...) And here's a christmas card I made using blender- ![]() And since that was more of a render than a model, here's a model I just finished of spock. Note the front and side view images I drew in GIMP to assist me when modeling. ![]() Need's texturing... |
| Sincerely Worthikid#1. | |
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| Despellanion | Jan 7 2010, 11:43 PM Post #32 |
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Forum God
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Omg, kickass Spock model That would be so cool to have in a cel-shaded game.
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| Worthikids | Jan 8 2010, 01:23 AM Post #33 |
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A Tim in training *BOOM*
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What's this?? A positive reaction??!! To my goofball spock model!! Well I just finished drawing him a texture. Here he is side by side with his texture. ![]() The model didn't turn out EXACTLY like my drawing, but it's close enough. EDIT: Is 750 faces alot? Edited by Worthikids, Jan 8 2010, 06:51 AM.
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| Sincerely Worthikid#1. | |
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| Worthikids | Jan 8 2010, 05:58 PM Post #34 |
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A Tim in training *BOOM*
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I thought one more spock pic should be posted. on acount of- he just got bones, I fixed the stretching in his ear, and now he's cell shaded. ![]() I'll ask again, is 750 faces alot? |
| Sincerely Worthikid#1. | |
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| Monty | Jan 9 2010, 07:37 PM Post #35 |
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Forum Leader
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The triangle and vertex counts are kinda irrelevant, because it's so easy to optimize him with the LOD chain function. If your making him in a game you should probably just use him as he is, and if the fps is hurting optimize him and test it out. |
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| Worthikids | Jan 9 2010, 09:00 PM Post #36 |
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A Tim in training *BOOM*
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Thanks, would adding the LOD chain in the U3D Model Viewer be a good idea? Or is programming it in more effeciant? |
| Sincerely Worthikid#1. | |
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| Gandalf20000 | Jan 9 2010, 10:50 PM Post #37 |
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Geek
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The best idea is to just do efficient modeling. 750 faces isn't bad as long as all of them are actually providing detail. The one exception to that rule is if the vertices provide cleaner deformations when animated. LOD chains should only be used when the model is further away and the detail becomes less apparent. If you want to use the built in LOD chains for model quality options for weaker computers, here's a tip: don't. Build lower-poly versions if you want quality options. Use those for the options. LODs can do weird and unexpected things to the model. You're better off just using the built in LODs for distance. |
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| Despellanion | Jan 9 2010, 10:52 PM Post #38 |
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Forum God
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I actually think that any lower poly count would leave him with no detail at all. |
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| Reikyrr | Jan 9 2010, 11:17 PM Post #39 |
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Forum God
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750 faces is nice, in proffesional games characters of 2500 faces (quads) are often used (5000 triangles). But since gamemaker doesn't have proffecional in it's dictionairy you should have less then 2500 faces. (I tend to use 2000/400 triangles for my characters, thats about 600/250 faces (Polygons a quad is a polygon made out of 4 vertexes) .) *Note* Letting programming do some (heavy elements) of your work will always increase loading time or lower framerate, you should avoid that. Programmers should be lazy, but not that lazy. Edited by Reikyrr, Jan 9 2010, 11:20 PM.
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~Inspirational quote~ | |
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| Worthikids | Jan 10 2010, 05:56 AM Post #40 |
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A Tim in training *BOOM*
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Thanks guys! Just remember I've been modeling for four years so "Faces not providing detail" isn't in my vocabulary. Actually, the spock model only has 325 quads. The other 325 are a duplicate of the model that's been scaled along the normal axis, then flipped and colored black. I would have used U3D's built in Cell Shading (You probably know that's what I was just talking about )But it wouldn't have reacted properly with my bone setup. Edited by Worthikids, Jan 10 2010, 05:57 AM.
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| Sincerely Worthikid#1. | |
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| Gandalf20000 | Jan 10 2010, 06:08 AM Post #41 |
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Geek
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How many bones could you possibly need for that and WHY? |
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| skarik | Jan 10 2010, 07:37 AM Post #42 |
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kitten eating scum
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Roelor, You are off by a power of 10. A half a decade ago, you would have been on target. Source A, and Source 2, from a communist 3d artist working in the commercial industry. That was a joke, by the way. Edited by skarik, Jan 10 2010, 07:38 AM.
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| Blog|EHS | |
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| Worthikids | Jan 10 2010, 05:38 PM Post #43 |
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A Tim in training *BOOM*
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Spock has a total of 26 bones. Why? Because without IK-Solvers in the legs it'd be impossible to create a realy simple animation such as this- Notice how his feet stay firmly planted whilst his upperbody swings about. Without IK-Solvers that would be impossible. |
| Sincerely Worthikid#1. | |
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| Gandalf20000 | Jan 11 2010, 01:00 AM Post #44 |
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Geek
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You would be able to use cel shading with 26 bones, I think. I think the limit is 28 for cel shading, just like bump mapping. Besides, if you have good animation skills, you don't need IK solvers. |
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| Worthikids | Jan 12 2010, 02:14 AM Post #45 |
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A Tim in training *BOOM*
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Nah, it doesn't work like that. If you have good animation skills, you can't afford NOT to use IK Solvers. Not that I have any skills, I just hear it's like sticking scorpions in someones ears to force an animator to use FK Joints. |
| Sincerely Worthikid#1. | |
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![]](http://z1.ifrm.com/static/1/pip_r.png)
) about one's modelling experience, so I decided to open up a separate topic for this discussion as I am interested myself to hear about your modelling skills.



)

That would be so cool to have in a cel-shaded game.



2:32 AM Jul 11