Author Topic: The new and improved 3D model topic!  (Read 4662793 times)

[ig]http://fc08.deviantart.net/fs71/f/2013/167/2/b/wip_by_jinkuu-d69darq.png[/img]

wip.
Oh god that elbow, and clothes tend to have wrinkles

To go with that, I have renders of a few previous Heavy main weapons.

Start releasing your stuff pls.

Blockland is actually not too bad at handling polygons. It's mostly the style that arises from high-poly objects that is what people object to.

I understand that was a joke, but people might take it seriously.
it actually looks really good thanks to shaders
i'd be interested in seeing a practical application of such model ripping in blockland
(maybe i can finally do something with all these monster hunter model rips of mine....)

Me just messing with ripped models and-
-Mario Snip-
OH GOD WHAT HAVE I DONE
Woah, I want that, but with a lot of Mario's, There will be lag from too many shapes.


and done

i don't know why that weird triangulation in the spines shows up in the render; hoping it won't be an issue in-game

Me just messing with ripped models and-
OH GOD WHAT HAVE I DONE
It's..
beauuuuutiful.

aight, gentlemen, which CI looks better? i can't decide between classicy or detailed
or


and done
[IMG]http://i.imgur.com/JWlbxoR.png[/img
i don't know why that weird triangulation in the spines shows up in the render; hoping it won't be an issue in-game
[IMG]http://i.imgur.com/ugVbVNb.png[/img

Convert your quads to tris and see if it shows up in blender, if it does it's likely to show up in-game as well. Probably because your quad isn't actually flat so when its converted to triangles it has to choose somewhere to place the fold.
The easiest fix for this that I know of is just to take the quad with triangulation and smoothshade then separate it from the rest of the mesh, that way the shading still looks pretty much like its flat and you don't get any pesky triangulation.

Is there any way to make a quad completely flat from tris?

Is there any way to make a quad completely flat from tris?
Well you could change your orientation to Normal then size 0 on whichever axis but that'll move the rest of them and probably forget up your model so just separating and smoothing is really the easiest way I can think of.




The missing bit of the blade is due to the background color that I used when I rendered.

Also, Beggar's Bazooka:

« Last Edit: June 17, 2013, 11:35:31 PM by TheKhoz »