Author Topic: MOVED TO ADDONS: [HatMod] Queeba's Face Pack  (Read 9683 times)

OK, polys are being simplified as soon as I have the chance, aaa

why are so many finished addons being moved to mod help
"finished"

why are so many finished addons being moved to mod help
"so many"
only 2 have been moved recently lol

the first one wasn't really done, and this one just has too many vertices where it can crash a computer because of high rendering,  telling people to update their potato isn't a good idea either especially if they don't have the money to do so - and because the engine shouldn't be rendering insane amounts of polys (old engine wasn't made to do stuff like this)

these kind of add-ons have a chance of getting failbinned or going to mod help to fix the add-on (as badspot posted what you should do before trying to post in add-ons again)

this one just has too many vertices where it can crash a computer because of high rendering
crashing the computer is a bit of a scenario stretch since we render more faces in modern games but yeah it's still not okay to have a stupidly unoptimized mesh - especially for blockland. but i'm just thinking in the case of a few queeba faces on a server, they're no doubt easy to exploit to get problematic results
« Last Edit: October 16, 2017, 02:51:32 PM by Kobewarrior »

Yeah, kind of realized that. My private testing only had a couple of faces at once, which probably explains me not having performance issues.
I'm almost home, I'll fix this then.
edit: im home, time to grab the hammer
« Last Edit: October 16, 2017, 03:06:24 PM by Mr Queeba »

progress so far:

this is actually with the faces reduced by 85 percent - huge improvement without a loss of shape, although i still have to do more optimizations since it's still a couple thousand faces. did not realize this when i first made the addon probably because i had someone else rig it up for the game, lol.
« Last Edit: October 16, 2017, 03:51:58 PM by Mr Queeba »

why are so many finished addons being moved to mod help
Two.
And one had a posted reason.
The other can be attributed to: "Replacing base files is not an add-on"

some further optimization later:

went from over 25000 faces to just 569 holy crap
so, should i keep reducing this? i don't want to turn the model into a complete mush of unrecognizable stuff, but at the same time i dont want someone's pc to burn
edit: having an issue in-game

the 4 individual "parts" of the model have seams showing in between, how would i join them and smoothen it out in blender?
« Last Edit: October 16, 2017, 04:39:48 PM by Mr Queeba »

You really should just retopologise the model. I'm pretty sure Blender can do it. Just create new faces over the top of your complex mesh, starting low and only adding edges as more detail is needed.

ideally the best way to set the model up is to retopologize like mcjob mentioned and uv map your face texture to the mesh. if you don't want to do that and instead want to try stitching the decimated model together, select the two cut vertex points and press CTRL+V to merge in edit mode and go through the entire model with that process

worked with darksaber, seems like the final face is going to be a bit over 2000 faces, which is actually less than, say, the fidget spinner weapon thing. it may seem like quite a bit, but the fact is i actually had some issues with using the 569 face setup in terms of sharp edges and things, and this is a massive improvement from the over 25000 face monstrosity that it was. i'm working on getting the new add-on to glass currently.
also, to make up for the loss of qorrupta, i'm replacing it with a new queeba face. keep your eyes peeled. i'll also do a quick revamp of the OP so it isn't just one big ass image.
edit: glass update pushed, op updated.
edit2: just affirming that this add-on should be all set for a move back to add-ons.
« Last Edit: October 17, 2017, 05:32:30 PM by Mr Queeba »

why are so many finished addons being moved to mod help
our hosts do not believe in true auteurs

ideally the best way to set the model up is to retopologize like mcjob mentioned and uv map your face texture to the mesh. if you don't want to do that and instead want to try stitching the decimated model together, select the two cut vertex points and press CTRL+V to merge in edit mode and go through the entire model with that process
You can also use "remove doubles" if 2 or more vertex points are overlapping/multiple points in the same spots

went from over 25000 faces to just 569 holy crap
modelers HATE him

SHOULD JUST makee it really low poly would be funnier than really high poly