Author Topic: The new and improved 3D model topic!  (Read 4951189 times)


Picture was taken in an XNA game I'm working on.



I thought this was worth posting..

Okay, I probrebly should have mentioned this before, but

do ALL your rotating/scaling in edit mode, the converter doesen't export this so ingame, anything rotated/scaled in object mode will be as if you never did so

I fixed everything on your clock, but just for future development

Okay, I probrebly should have mentioned this before, but

do ALL your rotating/scaling in edit mode, the converter doesen't export this so ingame, anything rotated/scaled in object mode will be as if you never did so

I fixed everything on your clock, but just for future development

oh stuffe

how'd you fix, for future reference

oh stuffe

how'd you fix, for future reference
I unrotated/unscaled everything, and then rotated/scaled it exactly what it used to be in edit mode, so everything has 0 rotation and 0 scale

(i know the other guy did one but that one was for gmod)
Thank you for remembering my name... :(


Anyway, someone requested i make him a snowboard, so i did

It's only pink and brighter than the normal lighting in Milkshape 3D so you can see it and it's texture better and be able to differentiate it from the Blockhead







I know what you're probably thinking "It's too smooth! Smooth shading doesn't look good in Blockland!", but to be honest, i tried using flat shading, but it looked even worse, the most i could do was put all of the sides of the model in a different smoothing group than the rest of it, and i think it looks best like that, and so, it shall stay like that


Hey guy, Hey, Smell my SHOTGUN.



Thank you for remembering my name... :(


Anyway, someone requested i make him a snowboard, so i did

It's only pink and brighter than the normal lighting in Milkshape 3D so you can see it and it's texture better and be able to differentiate it from the Blockhead


I know what you're probably thinking "It's too smooth! Smooth shading doesn't look good in Blockland!", but to be honest, i tried using flat shading, but it looked even worse, the most i could do was put all of the sides of the model in a different smoothing group than the rest of it, and i think it looks best like that, and so, it shall stay like that

Looks great, maybe a tad less detail around the footholds. My philosophy is that details should scale with size: a weapon a fourth of the size of a blockhead shouldn't have twice the polies, and the footstraps shouldn't have more detail than the larger body.

I don't mean to nag or anything. If it gets ingame I'll be happy, though!

Why am I being ignored.. :c


I know what you're probably thinking "It's too smooth! Smooth shading doesn't look good in Blockland!", but to be honest, i tried using flat shading, but it looked even worse, the most i could do was put all of the sides of the model in a different smoothing group than the rest of it, and i think it looks best like that, and so, it shall stay like that
yeeees!
Hey guy, Hey, Smell my SHOTGUN.



Now make a grenade launcher like it


I unrotated/unscaled everything, and then rotated/scaled it exactly what it used to be in edit mode, so everything has 0 rotation and 0 scale
I think you can just apply the rotation and scale by hitting control a in object mode.

I think you can just apply the rotation and scale by hitting control a in object mode.
That would just select all the objects in the scene

You were right, I thought it was the same as in edit mode

Clock is ingame, and fully working



Made the size 1 1 2 (1 brick long/wide, 2 plates tall) because the size you gave me would have still looked crappy
« Last Edit: November 25, 2011, 09:25:48 PM by soba »