Couch for HL2

Couch for HL2

Re: Couch for HL2 Posted by G.Ballblue on Tue Dec 20th 2005 at 6:07pm
G.Ballblue
1511 posts
Posted 2005-12-20 6:07pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
User posted image

User posted image

User posted image

User posted image

:razz: 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. :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Couch for HL2 Posted by ReNo on Tue Dec 20th 2005 at 6:44pm
ReNo
5457 posts
Posted 2005-12-20 6:44pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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 :smile:

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...

User posted 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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Couch for HL2 Posted by G.Ballblue on Tue Dec 20th 2005 at 7:09pm
G.Ballblue
1511 posts
Posted 2005-12-20 7:09pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
User posted image

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! :razz: Anyways, I'll see if I can smooth the model up a bit :smile:

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

<span style="color: blue;">Edit: Bah! I knew I forgot to do something! Forgot to optimize those arm rests! rant</span>
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: Couch for HL2 Posted by fishy on Tue Dec 20th 2005 at 8:52pm
fishy
2623 posts
Posted 2005-12-20 8:52pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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
Re: Couch for HL2 Posted by Underdog on Wed Dec 21st 2005 at 1:24am
Underdog
1018 posts
Posted 2005-12-21 1:24am
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
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. :smile:
There is no history until something happens, then there is.
Re: Couch for HL2 Posted by French Toast on Wed Dec 21st 2005 at 3:16am
French Toast
3043 posts
Posted 2005-12-21 3:16am
3043 posts 304 snarkmarks Registered: Jan 16th 2005 Occupation: Kicking Ass Location: Canada
Skin it up and let's see it in some maps!
Re: Couch for HL2 Posted by ReNo on Wed Dec 21st 2005 at 4:33pm
ReNo
5457 posts
Posted 2005-12-21 4:33pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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 :smile:
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Couch for HL2 Posted by Underdog on Wed Dec 21st 2005 at 4:38pm
Underdog
1018 posts
Posted 2005-12-21 4:38pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
ReNo said:
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 :smile:
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.
Re: Couch for HL2 Posted by Forceflow on Mon Dec 26th 2005 at 11:32pm
Forceflow
2420 posts
Posted 2005-12-26 11:32pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Looks like a good comfy couch to me.
:: Forceflow.be :: Nuclear Dawn developer
Re: Couch for HL2 Posted by Captain P on Tue Dec 27th 2005 at 12:21am
Captain P
1370 posts
Posted 2005-12-27 12:21am
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Look at the Snarks sitting on the couch! If they like it, I like it too. :razz:

But for HL2, it's indeed very low-poly... :wink:
Create-ivity - a game development blog