You know that tutorial video in which you make a pawn? Well here's a bishop.
(http://fw3p8w.bay.livefilestore.com/y1pFzYHsLHmE4TlipydaSHF0ZxqOOZMbFvvxxz77eit8wBBHYm18psaG96QKuUX-BquO_mZ7hZzZNUrs4Z-2nr8OoqPrZE8rMgw/Bishop.jpg)
I's a series of extrusions on a cylinder and a Boolean subtraction of a notch...
Not bad, not bad at all. Although I prefer Wings. :-)
Actually the notch was the result of extruding and pulling inward. It made little black ugly crease marks on the ends but i collapsed some edges and it all worked out.
I was also wondering if modeling with the subsurf option is too much for bz2.
Battlezone2 DOES have a Tri limit. (This is more limiting than one would think).
Subdivision, tessellation, spherifying and the like all add faces to the model. Too many faces and your model no longer can be used by BZ2.
Either learn to fake detail or make objects with as little detail in mind as possible.
Hint hint... detailed textures! TA5 allows for huge texture sizes.
And ta5.1 will allow for higher poly counts. Not endlessly higher, but modders should have a bit more room to work in.
-- GSH
And here's an achievement. It's an ant!
(http://fw3p8w.bay.livefilestore.com/y1pUbV9M7XQXcTi-THhGxvw-C79JuYTAek_NXJefmLbK4Wy1Q2NCPe7m2P9IYFYSwV4Y2YQxJKwdUS6yXBRvZ8cs1_bkQ4VfaDZ/ant.jpg)
Good god what is this a BLOB modeler?
I can show you it without subsurf. The battlezone models will not be this way. I think for battlezone models its esiest to use wings for making the basic geometry but this is good for textures, hardpoints, and such.
Quote from: Nielk1 on July 12, 2009, 07:46:33 AM
Good god what is this a BLOB modeler?
You have issues...
When did all this cynicism start? Certainly not when I joined years ago. Dang.
Nice ant BTW.
People don't like Clavin. His views are controversial. And until recently, he showed a complete lack of modding knowledge. Not something to hate him for, I'm sure he's a nice enough guy. He asks the right questions.
Ignore Nielk's attitude, he didn't sleep. :roll:
Clavin, i HIGHLY recommend posting pics of the FINAL model and not experimentations for future models, eyecandy is NOT something people need when ~2000 polies is all we got to use for in game model. (In other words, don't put peoples expectations too high.)
Quote from: bb1 on July 12, 2009, 08:41:07 PM
You have issues...
When did all this cynicism start? Certainly not when I joined years ago. Dang.
Nice ant BTW.
Quote from: AHadley on July 12, 2009, 08:43:47 PM
People don't like Clavin. His views are controversial. And until recently, he showed a complete lack of modding knowledge. Not something to hate him for, I'm sure he's a nice enough guy. He asks the right questions.
Quote from: Warfreak on July 12, 2009, 08:52:30 PM
Ignore Nielk's attitude, he didn't sleep. :roll:
Clavin, i HIGHLY recommend posting pics of the FINAL model and not experimentations for future models, eyecandy is NOT something people need when ~2000 polies is all we got to use for in game model. (In other words, don't put peoples expectations too high.)
Blob modeling is a type of modeling that is often used in Movies. Smartasses.
How about Googling (http://images.google.com/images?q=blob%20modeling) for once. Twits...
I bet you dropped my Karma for something that was actually a compliment.
(http://kf12.com/blogs/uploads/blobshop.jpg)
I don't know how to blob model.
[OT] I wasn't refering to the term "blob modeler" but rather the assumed tone. (not once have I hear "Good God.." in a compliment)
If your Karma dropped it's not me, I don't even touch the damned buttons for that crap. [/OT]
Like I said before, any method that produces roundness adds faces and WILL result in non-BZ2 complient models.
If you are using blobs try adjusting the inbuilt tessellation.
As for the rest, can you post un-enhanced models of lower poly levels? Non smoothed may also be a good idea.
I know. these are just practice models. Not for Bz2
That's fair enough then, but be sure to make something flatter later on.
[OT] I made no mention of blob modelling and made no claim to know anything about it :)[/OT]
I didn't know an ant could cause so much controversy. lol
Adding detail where necessary is a good option rather then an excessively high poly count. I like to add edges and draw on the geometry to add more detail by pushing and pulling the geometry around to conform to my preception of what it should look like. That seems to be the magic bullet when detailing a model. Start with a good basic design and then start enhancing it with little points of interest by slowing rotating it in the workspace and adding a touch here and there. I had a ball when I started making some old fastioned Biplanes. Perhaps I'll try making some WWII types as well. You know stuff like the P-38 Lightning, Mustang, Spitfire, Corsair, etc. I figured out that a squashed down sphere and elongated makes a decent wing, rudder and tail assembly. Also, by using using point editing with the rectagular selection tool is a neat way to angle the wings much like those seen on a typical aircraft carrier based air unit.
I still need to learn how to skin and texture my models, but the more I make the more I'm trying to develop a texturing strategy. I was studying one of TV's models and realized trying to extract a decent UV map from a model is harder to do then just use the model outline itself as a template on which to draw/paint a decent texture. I always go nuts when I look at a typical uv map layout and then wonder my God! I think I'm going to have to come up with a sensible alternative method of generating a single texture file. I noticed so far that a 512x512 map doesn't allow for much detail, but a 1024x1024 map allows for quite a bit of fine detail. I don't know about the BZ2 DXT thingy except that my modeler doesn't support the format internally. I've made a few texture maps, but so far they're nothing to brag about.
I'm amazed nobody has said it yet, Clavin. Well done with this sudden leap in maturity. Your karma seems to be on the rise.
Presents -37 medal... with cluster.
Um...thnx :?
Well now that I'm in a community project development team I've decided it's time to get down to business. Previously I had nothing to lose.
Heres a walker that I made. It's supposed to be a little bit exaggerated if it looks kinda crazy. And I have one question about blender for anyone who knows. Whenever I try to connect two vertices I use the make edge/face tool under the edge menu and the line is always disconnected from the plane it's supposed to be on. Any help?
(http://fw3p8w.bay.livefilestore.com/y1pDEiMqi7-5RVGNNxQx_I3VE2il7SJybCGHXaELTji7PlTzVibkduNEd_rSfOOgJ9zojVSCSfkoN42cMPu-uMSXJCXIL1-EehP/My%20Walker.jpg)
Try to locate the tool for welding vertices. In TS there an icon in the edit options menu to weld selected vertices. Blender, must also have one too.
PS: You might also try creating 2 seperate objects and use the object union tool to spot weld the 2 pieces into one solid object. This worked for me when I needed aircraft prop objects to sit on top of the deck of my carrier as non functional visual objects; I just added an hp in the center of them where the real aircraft spawned from. Blender, must also have the same tool as well.
To connect two vertices, select the 2 you want joined and press "f". Not sure what you mean by disconnected from the plane. If you mean your trying to connect two vertices that already are part of a plane (like you trying to split the plane?) then you may want to try Loop/cut. It's the "k" key i believe. Hope that makes sense and helps.
I think what he's trying to accomplish is connecting 2+ verts with a new triangle.
nice practice models. :-)
i think the walker needs maybe a bit more detail in the head area... but i guess that's what texturing is there for.
does blender have the tool "bridge" under edge mode? if it does, it's very usefull at times for filling holes. :wink:
Out of shear coincidence I also have a WIP walker:
(http://www.bzcomplex.com/gallery/albums/userpics/10002/epf_swat_walker_wip1.png)
I don't use blender though. :roll:
In working on TJ's walker (Sorry I haven't done anything...), I've learned how difficult it is to animate a 4-legged walker. Good luck.
Segmented type walkers are relatively simple, compared to vertex animated ones, but you need to be prepared to spend quite a number of hours on it. Currently trying to remake my Dalek pilot...a nightmare and epic piece of notepad work.
Thank you divine crusader. You solved my problem. I built this as a concept model for a Cthonian Time Portal.
I call it the Time Gate.
(http://fw3p8w.bay.livefilestore.com/y1pcyCk-z8IRSHMeoPRNGvcqR20NA1FfXjvBKJyLHNDKDprcalLR-YL-JjDCwCXJOc1f-a4u-J69O7iNXxxmW2yljzKtW2mjIhP/Time%20gate.jpg)
Srry but apparently you haven't solved my problem. heres what I mean in pictures
The wire form of a sample item
(http://fw3p8w.bay.livefilestore.com/y1pu5kI3bUNk6OCsyXd_96NnT-i3TmzeTGiIVGXDh_aStTz9Cv0MMPvUj0F4b13uj1C4Zg0Sx9Fwee0-LGNVkfrvPKqdUOI5o2e/thiggummy%20bobbin.jpg)
And the Solid form
(http://fw3p8w.bay.livefilestore.com/y1pE3-zTOiRvT_FH0xZG9HYbmNXjpA82IbdAnFQj8hL8KIVMsMdIq8sj0133kT2LxcgzJan2FhGgoSFQxLkkKd8E-GRajhl6Dgh/thiggummy%20bobbin2.jpg)
Hope this clears things up. These are the exact same models.
Quote from: Clavin12 on August 12, 2009, 02:04:55 PM
Thank you divine crusader. You solved my problem. I built this as a concept model for a Cthonian Time Portal.
I call it the Time Gate.
(http://fw3p8w.bay.livefilestore.com/y1pcyCk-z8IRSHMeoPRNGvcqR20NA1FfXjvBKJyLHNDKDprcalLR-YL-JjDCwCXJOc1f-a4u-J69O7iNXxxmW2yljzKtW2mjIhP/Time%20gate.jpg)
Looks a bit small.
Size is not a boundary. Besides you wouldn't be seeing it in a map.
Looks a little wide too.
Quote from: Clavin12 on August 12, 2009, 03:19:10 PM
Srry but apparently you haven't solved my problem. heres what I mean in pictures
The wire form of a sample item
*Wireframe*
And the Solid form
*Solid*
Hope this clears things up. These are the exact same models.
Turn the long edges in the pyramid. That should fix your problem.
The wire frame version looks like it has some missing edges C. I know in TS when say a vertex is added to a cube object, and that vertex is stretched vertically; to make it complete then 4 new edges need to be added manually to define them correctly. Perhaps that's why in solid view it appears to look normal. I general prefer to display my models with the show edges option on. That way if somethings missing then I'll know to add some extra edges where needed. This seems to help me add detail in key areas of the model piece.
What I want the edge to do is get the face to fold along it. I'm sure theres a command for it but I couldn't find it. I also want the edge to split the face in two.
Subdivide?
You'll have to forgive me if I'm completely misinterpreting what your trying to achieve, but on your sample item, is this how you wanted it to look....
(http://i281.photobucket.com/albums/kk221/divine_crusader/0001.jpg?t=1250108220)
yes exactly. I wanted to know how to get the sample item to do that starting from the state it was in the picture. This is awfully hard to explain in text. anyway here's a more detailed walker with a little mirror to make it look better.
(http://fw3p8w.bay.livefilestore.com/y1p3KfymIbJeenyo_MlP4MVDQfAmrBJNtnkS0EFd6i7QFfg5qv34HxxrBbbeuecXJOCbCNla3C7S2zSs5XBWd6x9chxweiCSw3k/Walker%20pic.jpg)
Okay, I think I know what the problem is. Using the sample item, I'm assuming you subdivided the top plane of the cube and you then dragged the middle vertice up. In wire frame it looks fine, but rendered it isn't, so again, I'm assuming, you created edges along the four top vertices that was created when you subdivided the top plane. Here is where your problem is. When you dragged the middle vertice up, the four new planes created for the subdivide don't deform correctly, and the new edges you created won't fix it because they aren't attached to those planes. What you would need to do is delete the middle vertice, and then create those edges (select all four and press "f")...
(http://i281.photobucket.com/albums/kk221/divine_crusader/0002.jpg?t=1250110952)
Then extrude the new plane up (select the plane, press "e" and select "by region")...
(http://i281.photobucket.com/albums/kk221/divine_crusader/0003.jpg?t=1250111174)
Then merge all the vertices together (with four vertices still selected, press "alt-m" and select "at center")...
(http://i281.photobucket.com/albums/kk221/divine_crusader/0004.jpg?t=1250111451)
The you just need to fill in the missing planes at the base of the cube. Hope this makes since and sorry if it's a bit long. Usually I'm the one asking for information, not giving it :-P
Is there a way to make the faces do that after I made it up the way it was in the pictures? In wings it would snap the faces to the edges automatically...
I know that 3DS Max gives MUCH more control as to where stuff can go.
I personally would make an isolated vert, tessellate(subdivide) the top face of the cube and create the faces as I needed them.
Assuming that Blender allows you to create faces from scratch, I would delete the existing faces and then create new ones as needed. (Judging from the pic, the verts should remain when the faces delete and everything else would be straight forward.
OfCourse, that is just assuming that Blender gives the user as much control as 3DS Max.
Not that I know of. You may want to try looking on some of the Blender forums.
You could try switching to "face select mode"
(http://i281.photobucket.com/albums/kk221/divine_crusader/0005.jpg?t=1250115791)
Look at the deformed areas where the corners aren't working right. It should show up as a single plane. You might be able to select the plane and subdivide, that may work. No guarantees though.
You could also create a cube, select the top face, sweep/extrude it to a single point, then separate the pointy object, and rotate the object 45 degrees to achieve the same thing; least that's the way it can be done TS. Blender, must also have similar editing tools. If you can try avoiding triangulation in the beginning as the poly count really adds up on more complex models. I don't actually triangulate my models until I export them to X; there's an option to triangulate when the model is saved as X; don't know how this is done in Blender prior to exporting as XSI though?
Blender, is an awesome 3d modeler, but it's a bit too complex to remember what key does what. Give me some simple icons to use and I'll give you a finished model. BNG.
Nielk1 - that walker looks freaking awesome.
VSMIT - yay! :P
BNG - I really think you should try learning another program now that you are pretty fluent with TS. From what i understand TS is a very limited scope modeller, and while it may have some features other programs like blender don't have, it might still be a good idea to touch upon blender more often. maybe try making models in Blender as you make them in truespace?
Blender has some great tutorials. My problem is i never have enough on-going time to learn the damn thing. As soon as ive played through one tutorial and got the hang of that i hit another button and the settings all change and gah... then i come back to it in a few months and get stuck. I only say this because we could do with more blender-capable people around :P
They say once you get used to blender you wonder why all modelling programs aren't made the same way...
This is a ship I made that I made with the sculpt tool in blender rather than normal editing. Its a very fast ship with a large jet engine in the back and would probably be a self destructing vehicle that does damage through ramming the enemy.
(http://zllxew.bay.livefilestore.com/y1peKr8ciebK6O-Z5qDUBUq-fFNOZp0ouI4j5C6dO8cmhPXGknIYRxGkov-HuJnC-IX2bYAYvFghTBh6MA8uxxZFmJcqZ-JYXbN/my%20bolt.jpg)
(http://zllxew.bay.livefilestore.com/y1pO7_yrjR1tkD2yj948q47UhDRbmlFb8EE0Lby4YO5XbkcBq1M_TQGlw2MQrCBVVCvdVUZcAHWOCDQNh2DCG9KcBSPNwsoZyv1/my%20bolt2.jpg)
is that thing symmetrical?
is it piloted or computer driven? just wondering cause i cant find the cockpit :|
After I posted the photo I noticed a couple asymetrical vertices so I fixed them. The cockpit is the little bump right in front of the two flanges on the back.
Blender, makes my head throb. TS, even with it's shortcomings out performs B3D in terms of sheer simplicity and speed; if it weren't for TS I don't believe that I could have made any models at all. Nice model C BTW. PS: Different strokes for different folks TJ.
They make different models because of their different interfaces.
Ironically, the XSI Mod Tool was easier for me to use then Blender. It exports both an XSI and X export format that were not at all compatible with the tools available for BZII. It's fairly easy to use in terms of the interface that's currently used by the current SI3D modeler from what I understand.
3DEX 1.5, could not read either of it's X or XSI formats; however, they may both be supported by B3D used in conjunction with OM1's XSI exporter. If I ever get burned out using TS 7.6; God forbid; then I may take a closer look at both Blender and the XSI Mod Tool. As I've mentioned before TS is basically designed for modeling idiots like yours truly...BNG.
Here is an idea that occurred to me the other day when looking at some pictures of asymmetrical airplanes.
(http://zllxew.bay.livefilestore.com/y1paIDBWNWvWYCIdtKzJbNByWlS0DtkqtpzNu0btmF1Zzqwb_TlW5DCG8_3BEwIlB1vOBHNihWgbq07Oi0vBjnXSZfmVt4RBz8b/unblalanced%20vehicle%20pic1.jpg)
(http://zllxew.bay.livefilestore.com/y1pT-XiiTXCH-icuvHSqszkTNnQiw2sdaib-wrk6z620OELjFXGmgz9yCP7E4QZU0Nkz3o3S23nA7AoQhukvySi260QI132dxt4/unblalanced%20vehicle%20pic3.jpg)
and a quick question. How do you get a .xsi file from the xsis.zip file from bzscrap into blender? I've tried many ways but blender always refuses to recognize the file type.
You are probably aware that the xsi.zip is a .pak file, and you must export the xsi models from it first so ill skip that step.
The XSI BZ2 uses is too old, as are the xsi's in that pack for Blender to read in. Unless things have changed recently (by that i mean a year or so), and you can import older files with Blender's XSI importer now.
Oh yeah, hehe, I forgot about importing. I was just using open so thanx for reminding me.
You actually can import BZ2 XSI meshes into Blender with the stock .x importer. It will only import the mesh though, so you lose the materials and animation. Also Blender doesn't take the .pic texture format but will switch properly if you skin your model using TGA's (i.e. use a stock texture converted to TGA to skin, then put the resulting XSI into the game without the TGA texture).
Here's something that I think is my best model yet even though it started out as a warrior.
(http://zllxew.bay.livefilestore.com/y1pSJa5znbB5-7GyV8eVqzJD9eK9dJW5krKu6xIyHPJLQHlHCE6NpSzKKLt6WkagN8KrWbiy-_tT3CH9NB4V5_OZr_zstzWGaeO/warrior%20twist.jpg)
(http://zllxew.bay.livefilestore.com/y1pQ-0yFG8kcPen_bxzno8cYTx0e-gZtTgXonSoWFXCLpG2-7qvgA94-QmjYPmqdUo5eOo1Aacbosmw-IDHLMGyUpSE7HoAIEq7/warrior%20twist.2jpg.jpg)
(http://zllxew.bay.livefilestore.com/y1pZj109WxYRys02vS_kgkTI3jbBBuKJ0YN_8vB2QBfnGblF5Vvn7_XUSGrR7OeRydfb4_sz7ZxaaWUGmrO8Lag6SGC1XAmGFsS/warrior%20twist%20plus%20words.jpg)
that's one of your best ones yet. :-)
for that model, maybe making the cockpit on the underside there might look better... Confused?
image:
(http://img440.imageshack.us/img440/9794/cockpitplac.png)
thats really good clavin. + karma for you. Damn i wish i could learn wings that fast
This was in blender but I changed the backbuff color because I think black looks better than the default blue. It wasn't hard. I reversed some of the triangulated quads so that it would be symmetrical. I did as best I could to take all the eyepoints, joints, and hardpoints to it would be just the basic geometry and you can do what you want with it.
I personally don't like the model, but I often am on the edge for models before they are UVMapped and Textured.
For an example of a rare case where I like it untextured too:
(http://www.bzcomplex.com/gallery/albums/userpics/10002/Gladius.jpg)
I threw out 23 other models before settling on that one.
Skinned it became like most other units:
(http://www.bzcomplex.com/gallery/albums/userpics/10002/Gladius3.png)
Without careful smoothing and lighting and coloring untextured models just look weird. Can you try to texture some of your models now? I would like to see them with color and texture.
I know essentially how to do texturing but I'm terrible at it. I'll practice.
Heres something. I was thinking about cthonians and did some greek mythology searches for inspiration. I go the idea from pan pipes but now it reminds me more of medusa. It could be scion, cerberi, or the third cthonian race.
(http://zllxew.bay.livefilestore.com/y1ptp6O5JF5R61lifncaPbwdezU_FykBCZKsu8Mdd8NtUX5WKUiyW051MYbcE0ss37ywR4OomJwGdjeUlC1gqkjervN60hiI8pE/heres%20an%20idea%20it%20looks%20kind%20of%20scion%20but%20also%20a%20little%20cerberi.jpg)
Remember Megas XLR? The squid guy? That's his face :)
Quote from: Clavin12 on August 31, 2009, 04:09:31 PM
(http://zllxew.bay.livefilestore.com/y1ptp6O5JF5R61lifncaPbwdezU_FykBCZKsu8Mdd8NtUX5WKUiyW051MYbcE0ss37ywR4OomJwGdjeUlC1gqkjervN60hiI8pE/heres%20an%20idea%20it%20looks%20kind%20of%20scion%20but%20also%20a%20little%20cerberi.jpg)
NOW you've tipped my interest.
Good. Good.
thanx
nice ship!
you could adjust those two side things, and make them missle launchers...
hmm, a missle walker... :evil:
The Tyrant springs to mind, which looked a little similar
Is this what you meant by missle launcher?
(http://zllxew.bay.livefilestore.com/y1pn3IDynL9u9ph4DcoDdjwxMYaNxKuFQoqECsyI91Q0NRjq3Zh9pNDqc5FLiTLwKxI9Drh3pNOJV5dl__NqRVml2hWHmCUHcQy/pic%20with%20added%20missle%20things.jpg)
This is a jetlike vehicle that i made up. It doesn't look very good untextured but I lit it as well as i could.
(http://zllxew.bay.livefilestore.com/y1pgG9yNvJBLz_V9mGJz9VE8aPvZnf2FambDEeyhheUKsnkTaaQDmZyyAj1hCuSjk11e4nxqpetgHGhBRekUQBYUObb3pEbdGkN/The%20jet%20thing.jpg)
(http://zllxew.bay.livefilestore.com/y1pgG9yNvJBLz9XKxQPIMtznVzoXSC7BkrcEP_bC2YrEGOr-meAwFN1Edr37WMM-g3naJiKCGreHvUXb4PPPHtQzKaHXibAUSWT/The%20jet%20thing2.jpg)
Why does it look bent?
Idk I guess it was a bad photo. heres a rough representation...
(http://zllxew.bay.livefilestore.com/y1pywrmUBBAzKEN6xSoFeZ7ir_vYDAM6S8ARxKPGbSk6L7XSp49tmxx-f3L3Nff_HSuPwYZW2_6jIq1vbciwKNX4sjmxtk-Tl4v/The%20jet%20thing2.jpg)
Not what I meant.
In the image of the top of the plane, the "spine" looks curved. Don't know if that's how it is in the model or not, but it's a bit strange.
From the nose it curves up eventually into a fan like tail.
I present to you "Organic"
(http://fw3p8w.bay.livefilestore.com/y1phaca8jzdV5LZFwCJ6HgxKqOh6GJKRy1sPVuHt3CaykmxYz7mQlLQcqrdMhmuupgD61kjRsm9-_WpggjygsvZQ8n4sbMfzbYV/Organic.jpg)
Gun tower? Could those things wave, and possibly shoot?
Maybe. I kinda made it as a prop though. A while ago sum1 gave me some advice on doing organic stuff and I am exhibiting it.
you could vertex animate it to wave. Would look awesome.
If you dont want to use it as a tree, use it as a powerplant. The various spikes can be organic nodes that conduct bio-electricity between them (NOT bio-metal electricity), im talking the same way its made in your brain. Some pretty effects could be used there, maybe even something similar to BBB's caustics thing.
It really depends how far people are going to go with this CP. No one takes the 'if it CAN be done it WILL be done' approach unlike me...
If I was going to use it as a building I probably would have left the base symmetrical. BTW what race would use it? There aren't any organic type races in the CP, other than the scions and they use lungs. Maybe I'll make a more mechanical version and it can be used for the third faction.
Well its given me an idea for one of my races objects and fits them rather well... so if the CP doesnt use the idea i will :P
Another thought might to be using it as a working prop like the one used on the Red World map in FE. Organic looking plants would unleash a plethra of little starfish looking antibodies to attack passing units; really quite interesting as they attacked everybody on the map. The ODF could be modified to suit your needs.
Vertex animations look fairly easy to do with a lot of keyframes. I've done some simple one's in TS using only a few keyframes and slowed down the anmation action by stretching out the 5 or so frames to like 60 or more to make the animation look less choppy.
What if it bred, releasing seeds that eventually grew into more of itself. Easily destroyed but could block off a passage in a hurry.