Couch for HL2
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Re: Couch for HL2
Posted by G.Ballblue on Tue Dec 20th at 6:07pm 2005









:P Haven't applied the skin yet -- I still have to make a hell lotta groups to make the skinning easy, and then I have to design the qc. file for HL2, and then I have to scale it up, and then...

Comments of all the sorta are quite welcome. <img src=" SRC="images/smiles/icon_smile.gif">




Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Couch for HL2
Posted by ReNo on Tue Dec 20th at 6:44pm 2005


There is a fair bit of room for optimisation here in order to cut down the polycount. Not that you NEED to cut down the polycount when it's this low, but the more efficient use you put each poly to, then the more detailed the work can be without using any more polys <img src=" SRC="images/smiles/icon_smile.gif">

The first thing to note is that if you have a vertex somewhere, it should be there for a reason. Normally this means it will be at some sort of corner - a change in direction if you like. You look to have a few redundant vertices about that are forcing you to use more triangles. I've marked a few in an image and shown which vertices I would weld them to...

image

Anyways, nice start on modelling, and its good to see you are giving it a shot. It looks a bit oddly shaped in places (the squared back cushions and the gaps between them look a bit awkward), but skinned it hide some of those issues.

I can't help but notice the name of the project this is for is called "floorcommander" and the model is called "couchbig", which suggests this is for some sort of rats map. If so, you should probably make it a bit more detailed; smoothing out curved and things a bit more. Another reason to have additional vertices is that in the source engine and many others, models are lit by picking up lighting information at each vertex and then interpolating the lighting across the faces of the model based on the lighting at each of the poly's corners. This means that in order to get nice, detailed lighting on a model you don't want vertices to be TOO far apart. If this couch is going to be huge due to being in a rats map, then you might consider breaking up some of the large expanses on it up so there are more vertices to pick up lighting info.






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Re: Couch for HL2
Posted by G.Ballblue on Tue Dec 20th at 7:09pm 2005



Optimized it a bit -- I'm a bit afraid to do to much else (not that I feel it can be optimized in to many ways, since it is low poly at the momment) mainly because of the skinning job that I still need to accomplish.

And as for raising the polies a bit, (a,la, vertices and smoothing) I think extruding the seat coushins foward a tad and rounding them off should do it. But my groups! Anyways, I'll see if I can smooth the model up a bit

P.s., sorry gimp got in the way, was just to lazy to retake the screenshot

Edit: Bah! I knew I forgot to do something! Forgot to optimize those arm rests! *rant*



Breaking the laws of mapping since 2003 and doing a damn fine job at it



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Re: Couch for HL2
Posted by fishy on Tue Dec 20th at 8:52pm 2005


i'd try to round off the top/back corners a little, if i was you. from the back, they're going to make it look very boxy.

and milkshape's at 1.7.6 now, with some added features that i can't remember offhand. :/




i eat paint



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Re: Couch for HL2
Posted by Underdog on Wed Dec 21st at 1:24am 2005


Only thing I can add at present is, you seem to have a seat for three, but only arm rests upon the outsides.

I would either make it a seat for two, or add another set of armrests for the middle. Much like a theater seat I guess.

In fact, I would create a version that has one of the seats (or all) in the raised position. Much like seats that need a body to hold them down. (yeah, like a theater seat.

Since I do not know how to make models I cannot say you did well or poorly, but I like what I see. <img src=" SRC="images/smiles/icon_smile.gif">




There is no history until something happens, then there is.



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Re: Couch for HL2
Posted by French Toast on Wed Dec 21st at 3:16am 2005


Skin it up and let's see it in some maps!




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Re: Couch for HL2
Posted by ReNo on Wed Dec 21st at 4:33pm 2005


I think this is a couch for household use Underdog, not a theatre type seat, hence the lack of centre armrests. In my flat we have a three seater couch with no centre armrests <img src=" SRC="images/smiles/icon_smile.gif">






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Re: Couch for HL2
Posted by Underdog on Wed Dec 21st at 4:38pm 2005


? quoting ReNo
I think this is a couch for household use Underdog, not a theatre type seat, hence the lack of centre armrests. In my flat we have a three seater couch with no centre armrests

I'd agree except, look at the base/bottom. It looks more like its either intended for public use, or its unfinished. To narrow for a common sofa. Looks more like a soft bench to me.

Still, I do like it, no matter its eventual use.




There is no history until something happens, then there is.



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Re: Couch for HL2
Posted by Forceflow on Mon Dec 26th at 11:32pm 2005


Looks like a good comfy couch to me.


:: Forceflow.be :: Nuclear Dawn developer



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Re: Couch for HL2
Posted by Captain P on Tue Dec 27th at 12:21am 2005


Look at the Snarks sitting on the couch! If they like it, I like it too. :P

But for HL2, it's indeed very low-poly... <img src=" SRC="images/smiles/icon_wink.gif">







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