Author Topic: The new and improved 3D model topic!  (Read 4658373 times)

Also, add a texture to his torso, give him his chest hair in the shape of Australia
Whenever I add a texture:

It always appears upside down no matter how I rotate the mesh
You can't get textures to work in Blockland

Uh the .blend please?

That honestly changed nothing in this situation, and I thought he told you not to tell who the creator for the weapon pack is, you even said in your own topic that "don't say who the creator is of you know", hypocrite.
ok

...
You can't get textures to work in Blockland

Wrong. If the texture is upside down, you have to change the U/V coordinates.


So many people tend to model their stuff with "double sided" option on. It will double your faces, just saying.

And the awful triangulation  should be remedied too. Smooth shade + Edgesplit.
No, it shouldn't be covered up, it should be fixed.

So many people tend to model their stuff with "double sided" option on. It will double your faces, just saying.
In Blender 2.49 double sided option is automatically on. You just got to remember to turn it off.

In Blender 2.49 double sided option is automatically on. You just got to remember to turn it off.
How do you do that?


Finally decided to get off my ass and model some more.



Razor Sword, TLoZ: Majora's Mask.

EDIT:
In Blender 2.49 double sided option is automatically on. You just got to remember to turn it off.
Can I get a somewhat-detailed description on why this matters, because I've heard it several times, ignored it, and have never had any problems. Does it mean that Torque will simply render faces two-sided once the model is in-game, or does it mean that blender will make two faces for every one you specify, or what?
« Last Edit: July 31, 2011, 03:12:35 PM by takato14 »

No, it shouldn't be covered up, it should be fixed.
Sometimes it is physically impossible to "fix" triangulation without completely altering the shape of the model or adding 80 extra polygons. I state this from experience. Smoothing + Edge split is the way to go; I see professionals do it all the time because it is faster and it typically ends up looking better than if you tried to "fix" it.

No, he doesn't need half of the poly count because of the lack of complexity on the torso.
You wouldn't know that though.

@takato14

If I understood correctly, it will double the triangle count because the exporter will generate two triangles, one facing one side and the other facing the other side.

Thats an awesome sword tak!

And  hey everyone! :)