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The modelling topic; Discuss anything regarding modelling
Topic Started: Oct 27 2008, 02:25 PM (3,636 Views)
Despellanion
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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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fallout152
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HI
I created 3d model in Blender, with bones and animation. When I export it to 3ds format the animation did not working.

here is my model, what I should do?
http://gmclan.org/up2989_3_mak.html
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Reikyrr
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Synexn-Prime
Jan 10 2010, 07:37 AM
Reikyrr
Jan 9 2010, 11:17 PM
750 faces is nice, in proffesional games characters of 2500 faces (quads) are often used (5000 triangles).
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.
(I work on an five year old pc)

@lastpost,

You should probally try to export it as another format. I believe blender is a bit buggy when exporting 3ds.
Edited by Reikyrr, Jan 20 2010, 10:10 PM.
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Dr. Best
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Use the Blender to Ultimate 3D export plugin. If you have difficulties using it read the help file, which is part of the download.
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Rexhunter99
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Synexn-Prime
Jan 10 2010, 07:37 AM
Reikyrr
Jan 9 2010, 11:17 PM
750 faces is nice, in proffesional games characters of 2500 faces (quads) are often used (5000 triangles).
Roelor, You are off by a power of 10. A half a decade ago, you would have been on target.
You guys are all nuts :P I actually know a few guys in the professional industry who have to work closely with the 3D artists, they might make 50,000 triangle meshes, but those are only to produce high-quality normal-maps to emulate lighting detail on less-detailed meshes. Unreal Tournament games have around 5000-6000 triangles tops for their character meshes, Turok (UT engine) used around 7000 for the TRex mesh.

Also, back in 1998 the most detailed mesh used in a video game was around 900 triangles for a character mesh in the game Carnivores. They got away with it because Direct3D had just gotten big and their engine wasn't complex nor required much processing time.
Posted Image
AI = 0%
Environment = 50%
Renderer = 15%
Multiplayer = 0%
Menus = 0%
Models = 2%
Maps = 5%
Total = 11%
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Despellanion
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My male character model is at 2645 triangles. My female is a bit less I think as its topology is a bit less detailed. Mostly the head is less detailed.
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gamemakerguy1560
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Carnivores, huh?

I have a T-rex...

Render


'low-res' model is around 12k polygons, but I can lower that a bit...

Sorry if the image is too big, i can make it smaller... but then you loose some of the details...

Edit by Dr. Best: Moved image into a spoiler.

Thanks Dr Best lol
Edited by gamemakerguy1560, Jan 21 2010, 09:59 PM.
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Despellanion
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Oh, yeah Expedition Prehistory, how's that project going anyway? Your sig has been saying "coming soon.." since 2007, now :P
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fallout152
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Dr. Best

You saved my live, thanks! :U3D:
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gamemakerguy1560
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lol its still going, though i am still the only person working on it. that rex in my last post is the most recent thing i've done for it, and shows the level of quality i'm going for lol

i'm going to make a new signature for it too, once i get an idea of what i want it to look like.
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Reikyrr
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Despellanion
Jan 21 2010, 04:27 PM
My male character model is at 2645 triangles. My female is a bit less I think as its topology is a bit less detailed. Mostly the head is less detailed.
My medium quality models are around that too, low quality is around 350 triangles, But you don't want to see an close up.
~Inspirational quote~
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Sothh
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I have a problem using bones. At the joints when I bend the bone instead of if bending like this:

Posted Image

It bends like this:

Posted Image

I am using Blender, and I can't seem to fix it.

Thanks.
Edited by Sothh, Jan 26 2010, 05:32 PM.
“You can’t outrun Death forever.
But you can make the Bastard work for it.”

Major Korgo Korgar
“Last of The Lancers” - AFC 32
(Andromeda Ascendant Record Database)
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gamemakerguy1560
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your problem seems to be that the bone you are rotating has vertices weighted to it that probably shouldn't; try adding a little bit more detail around the joints of your model and blending the weight painting for both bones involved.

That's how i weight paint my models:

arms look alot better this way:
Posted Image

you can also achieve smooth curves with the right painting:
Posted Image
Posted Image
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skarik
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I would say the same as gamemakerguy1560.

Just to clarify, could you post the same two objects from the side?

I had some major problems with the webbing on the Sea and Storm main character, but that was resolved by painting the weights in a smart way...where I found that curve trick on accident. 3dsMax has an option to mirror painting - and although that's normally undesirable for imperfect perfectionists like me - I'm sure Blender has the same thing to assist.
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Sothh
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Synexn-Prime
Jan 27 2010, 08:11 AM
I would say the same as gamemakerguy1560.

Just to clarify, could you post the same two objects from the side?

I had some major problems with the webbing on the Sea and Storm main character, but that was resolved by painting the weights in a smart way...where I found that curve trick on accident. 3dsMax has an option to mirror painting - and although that's normally undesirable for imperfect perfectionists like me - I'm sure Blender has the same thing to assist.
Okay, this is going to sound very stupid, but what is weight painting?
“You can’t outrun Death forever.
But you can make the Bastard work for it.”

Major Korgo Korgar
“Last of The Lancers” - AFC 32
(Andromeda Ascendant Record Database)
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skarik
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Weights are strength a vertex is connected to a bone. When you skin an mesh with bones, the program you are using will automatically assign these weights. Painting weights is tweaking the vertex weights by hand using the 3D brush supplied by your program.

Look at this picture:
Posted Image

Note one of the bones are selected. Red means the vertex is fully influenced by that weight and blue means the vertex is not influenced at all.

I found some more info in the Blender manual.
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