Getting My Feet Wet

Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
<div class="IPBDescription">First model, be kind :)</div> I've decided to finally dive into modelling, mainly so I can create world models for my maps, but also out of interest's sake <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->. I downloaded blender, read through some tutorials, made some basic stuff, and now I'm giving a gun a shot. This particular one is the blaster rifle in Republic Commando. I don't have any very good ref pics (just screens) so Im working on the fly so to speak. A few modelling friends of mine told me not to get into the habit of modifying blocks, and just start working with vertexes immediately. So, that's what I'm doing, I know that half the model won't be seen by the player, but Im going to build the whole thing then delete the unseen faces, and well this is what I have so far. C&C is very much welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

Ref pic:
<a href='http://www.lucasarts.com/games/swrepubliccommando/images/screenshots/49.jpg' target='_blank'>http://www.lucasarts.com/games/swrepublicc...eenshots/49.jpg</a>

Comments

  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    how do you have so many face errors? (blackend, or sorta blackened being in smoothshaded, faces = facing the wrong way)

    oh its because you started using verts. Yeah it's possible to do models this way.

    I however use the tried and true method of extruding blocks. really, i dont see why people disfavor this method. It's alot less time consuming, and its still easy to modify by deleting faces, adding your own verts, and then making new faces. It's not bad for a first. but it's so unfinished that really not much can be seen. GJ though and keep up the work

    (ps deleting backfaces is a nub valve thing to do)
  • Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
    its really hard to tell what kind of detail you have, and this is primarily because you're using a smooth shaded render, you should always work in flat shaded mode if you are doing it poly by poly, because if you work in smooth shaded it will smooth out all the facial errors making it just look... well gray all over, and if a face looks black in flat shaded mode, then it needs to be flipped, so you can view it, the color of the triangle (white or black) depends on the normal, which is the direction that the face can be seen from, so what you want is to get all your faces white from the outside, this will fix most of the oddly colored faces in smoothshaded mode, but you should also pick up on how to smooth you're faces soon, but until you figure that much out, stick to flat shading, it's much easier to work with
  • DamDSxDamDSx Join Date: 2004-08-10 Member: 30506Members
    i would recommend you start with box editing first. it is very easy to learn with.

    the reason why people dislikes the box editing method is because you dont have as much control on the faces that you do with vertex modeling. with box modeling is very hard to for example make an indent in a surface. it's just a matter of freedom, that's all
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    Are you sure the the black means it's an error? If so, then the official models are also full of errors. See below, it's a screen of the official marine arms.

    When I move my viewpoint around in the 3D view, it just seems that the black (which blends into grey) sort of moves with it. I don't think it's an error...
  • Evil_IceEvil_Ice Join Date: 2004-07-09 Member: 29827Members, Squad Five Blue
    no, that blackness occurs any time you import a non native file with prior smoothing groups, basically meaning it contains smoothing, but it doesn't have any information on what polies are in what smoothing groups are in...
    you can fix those by just "touching" the faces with autosmooth on, but usually I don't suggest messing with autosmooth much, because it DOES in fact screw up your pretty smoothing if you're not careful...
    now that blackness will not affect the texture view as long as it is ONLY an import error with the smoothing group data, if it is actually reversed normals then the faces will be invisible, in your case since you are making the model, I would say yes, I am sure those are all errors...
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    any model you import looses its smoothing groups and in flat shaded mode apear black, until you move them.

    DamSSx, i know why people complain about it, but that's a lie, i have just the same amount of control over the faces as i would vertex by vertex. I've done both. No, complete box meshing isnt the way to go becuase sometimes your faces will be streched the wrong way... oh wait you can fix that by deleting those faces, and making new ones that work. Anything you can do with vertex meshing, you can probably do in box meshing, with the same ammount of control. That at least goes for things such as weapons. I'd probably go vert by vert for most organic things, for they're more random, and less static. Weapons however you can create mighty fine things with box extrutions. Most of, if not all of mine are made by the method.
  • HellspawnUKHellspawnUK Join Date: 2004-08-07 Member: 30437Members
    edited August 2004
    I also find it a lot easier through extrusion. I've tried by drawing faces myself and building through vertexes but I find it very fussy and easy to screw up.

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=77147&st=0' target='_blank'>http://www.unknownworlds.com/forums/in...opic=77147&st=0</a>

    [edit]Last 2 pics on the page..not the first[/edit]

    this is a gun i made. its entirely through extrusions and seperate shapes. Mainly, because it's the only way I know how <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    U should experiment and learn a way that suits u best. Good luck with the model. Has potential

    also, sorry if this is counted as highjacking
  • DamDSxDamDSx Join Date: 2004-08-10 Member: 30506Members
    i use both TBH. some parts that are hard to model with boxes i use poly by poly. it all depends on the object im modeling
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    when making faces always make them counterclockwise
  • Tribal-BobTribal-Bob Join Date: 2003-12-21 Member: 24600Members
    <!--QuoteBegin-Rat12321+Aug 15 2004, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rat12321 @ Aug 15 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when making faces always make them counterclockwise <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Why's that? Does it help to prevent errors?
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-DamDSx+Aug 15 2004, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DamDSx @ Aug 15 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i use both TBH. some parts that are hard to model with boxes i use poly by poly. it all depends on the object im modeling <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yes true.

    counter clockwise if you're looking at the right side of it. This makes it so the normal is facing you. Clockwise makes the normal face the opposite. Very useful to know
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    <!--QuoteBegin-BAshh+Aug 15 2004, 09:26 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BAshh @ Aug 15 2004, 09:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DamDSx+Aug 15 2004, 09:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DamDSx @ Aug 15 2004, 09:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i use both TBH. some parts that are hard to model with boxes i use poly by poly. it all depends on the object im modeling <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    yes true.

    counter clockwise if you're looking at the right side of it. This makes it so the normal is facing you. Clockwise makes the normal face the opposite. Very useful to know <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yeah
  • DamDSxDamDSx Join Date: 2004-08-10 Member: 30506Members
    actually it really doesnt matter if you do them clockwise or counter clockwise, the only thing it does for you is save you time. if you do them clockwise then you will have to flip them.
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-DamDSx+Aug 15 2004, 10:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DamDSx @ Aug 15 2004, 10:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> actually it really doesnt matter if you do them clockwise or counter clockwise, the only thing it does for you is save you time. if you do them clockwise then you will have to flip them. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    no it doesnt matter, but it helps to know seeing as you dont have to go back and fix vertex errors if you dont have any to begin with ^^
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    <!--QuoteBegin-Rat12321+Aug 16 2004, 10:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rat12321 @ Aug 16 2004, 10:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> when making faces always make them counterclockwise <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Danke for that piece of information. I always get irritated when the faces are created away from me. Now I know what to do to give myself less things to do.
Sign In or Register to comment.