First steps in modelling
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Re: First steps in modelling
Posted by ReNo on Tue Jan 18th at 4:02am 2005


Decided that I'll really need to learn how to model, both for HL2 and for a game project we are making for uni. Here is my first piece in milkshape - a sign for the pub "The Green Lady", for use in my uni project...



Its pretty basic I admit, but you have to start somewhere It uses 208 triangles, but most of those go on the curls on the frame work. My early effort had, get this, 720 triangles!



As you can probably guess, all of those were spent on the hinges, though I also had more detail on the sign itself. I deemed these details unnecessary given than the camera in the game will rarely be close enough to pick out such details, and so simplified the model.
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Re: First steps in modelling
Posted by fishy on Tue Jan 18th at 4:47pm 2005


If I remember the old HL1 game correctly, it had an acceptable epoly limit of around 5000, so I don't reckon 200 odd is too much for a nice little embelishment.

I mentioned smoothing groups in irc. Looking at the top pic, in particular the pieces of square rope, they come to mind again. When you create a block in milkshape, each face is assigned a different group, so that the corners stay sharp. When you assign the whole block to the one group, it rounds it off a bit. Maybe try the same with the blocks that attach to the sign, but to be honest, I think you should work more on them. They look like you just threw in a couple of cubes because you didn't know what else to do. Make them thinner, like they've been folded over the sign, and paint a srewhead onto them, maybe. Or even some water stains running down the sign from them could help them blend in better.

There a prog from nvidia that you might be interested in. It's meant to create various lod models from one high detail model. My system doesn't seem to like it, though you may have better luck with it than I did. It only supports a few filetypes, but you can do the necessary juggling in milkshape.

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Re: First steps in modelling
Posted by ReNo on Wed Jan 19th at 12:14am 2005


Continuing the pub theme, today I made a bar stool (perhaps not the most pub styled example, but once skinned I think it would look the part) with a tad too high 396 polygons, and a picnic table at 240...




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Re: First steps in modelling
Posted by parakeet on Wed Jan 19th at 1:16am 2005


nice nice ^_^
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Re: First steps in modelling
Posted by ReNo on Wed Jan 19th at 3:31am 2005


Did one more, but I'm not too happy with it. Its a wagon wheel, though I couldn't get the central part looking right. The spokes were quick and dirty - I considered making them a little more detailed but given that its 504 polys as is, and again its unlikely that the player will notice the detail, I decided against it.


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Re: First steps in modelling
Posted by Crono on Wed Jan 19th at 3:40am 2005


You might want to consider using something like Maya (sorry) create a nurbs model and transfer it to polygon. I believe you can put a Poly limit too. [addsig]



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Re: First steps in modelling
Posted by Myrk- on Wed Jan 19th at 1:30pm 2005


Cut some detail on the central hub of it and make it more curved on the outside if I were you... Plus try using transparent textures for the spokes instead of polygons. [addsig]



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Re: First steps in modelling
Posted by G.Ballblue on Fri Jan 28th at 9:09pm 2005


I'll always envy modelers

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Re: First steps in modelling
Posted by Bobv on Sat Jan 29th at 4:13am 2005


errr im confused

What format do you export as, and how exactly do you go from a stupid model in MilkShape, to a prop ingame.....

me very confused, could you point me in the direction of a tutorial or something?




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Re: First steps in modelling
Posted by pepper on Sat Jan 29th at 5:31pm 2005


http://www.google.com/

Milkshape 3d tutorials

Should give you a whole list.

Nice models Reno, very good for a first try, my first model was horrible.
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Re: First steps in modelling
Posted by Bobv on Mon Jan 31st at 11:12pm 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

ummm.. lol

it's supposed to be a water gun :/





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Re: First steps in modelling
Posted by ReNo on Mon Jan 31st at 11:22pm 2005


Not bad for such a low poly model, it would be fine as a world model in HL1 or something along those lines As for your previous question...well I'm sure you know about the tutorial right on this very site by now.
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Re: First steps in modelling
Posted by Bobv on Mon Jan 31st at 11:24pm 2005


? quote:
Not bad for such a low poly model, it would be fine as a world model in HL1 or something along those lines As for your previous question...well I'm sure you know about the tutorial right on this very site by now.


yes i saw it now (^_^)
heh i have to learn how to actually make stuff ... that's not all crappy


cool thing about even basic modelling skills is you can make all kinds of simple stuff for maps.. minor details and stuff!




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Re: First steps in modelling
Posted by RaPtoR on Sun Feb 13th at 10:30pm 2005


? quote:

I'll always envy modelers



Yes.
(And not sounding too american): "I totaly agree"

Whish i could break the "boring-barrier" sometime and start learning how too...
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Re: First steps in modelling
Posted by G.Ballblue on Sun Feb 13th at 11:04pm 2005


I did it! I made a model!

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Re: First steps in modelling
Posted by ReNo on Sun Feb 13th at 11:23pm 2005


Somebody followed the milkshape tutorial Gotta start somewhere though - and that looks pretty much exactly the same as the milkshape one if I recall correctly so good job I think the first step is the hardest part, and well, you've made it.

Recently I've been doing a little more modelling, and here are a couple of my better models in a quickly knocked up scene. The palm tree has about 750 polies and the seagull has about 350 I think...



Both of these models are for my uni project, and both are also going to be animated by me. I've so far made a standard flying animation for the seagull that looks not too bad, but I can't be bothered making an animated gif to show it
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Re: First steps in modelling
Posted by Bobv on Mon Feb 14th at 3:52am 2005


? quote:
Somebody followed the milkshape tutorial Gotta start somewhere though - and that looks pretty much exactly the same as the milkshape one if I recall correctly so good job I think the first step is the hardest part, and well, you've made it.

Recently I've been doing a little more modelling, and here are a couple of my better models in a quickly knocked up scene. The palm tree has about 750 polies and the seagull has about 350 I think...



Both of these models are for my uni project, and both are also going to be animated by me. I've so far made a standard flying animation for the seagull that looks not too bad, but I can't be bothered making an animated gif to show it


hah that looks awesome, even in it's grayness it looks... somehow... cool?

anyways, here's a truck i've been working on during the blackout of 05'


ingame:



the textures need work, as you can see




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Re: First steps in modelling
Posted by waTchouT on Tue Feb 15th at 11:24pm 2005


ive just started to learn to modelling with some help from fisheye i made a spinnny coin, but its harder than i thought , atm i prefer the animating side and am making some hanging civilians with dangly legs for my next tfc climb map

those models look amazing for your first reno gj





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