Author Topic: The new and improved 3D model topic!  (Read 4685265 times)

I haven't been on in a while, mainly because of work but here's something I whipped up today.

That smooth ass glare from the edge is lovey. Is it just a rounded edge and carefully aligned light or did you do some wizardry?

blockland seems to have been rolling fine for years without them
That's because the majority of models rendered at any given time are bricks and those don't have LODs. (But they could have.) An average server might have 16 player models, 6 vehicle models, maybe 20 item models. Out of those vehicles probably have twice as many triangles as the other two.

Wouldn't it take more resources if the model had more data in it (for the different LODs) than just having a single model to render, despite how high poly it may be?

I'm not sure how LODs work in this game, but for some reason, i'd just assume that if the DTS has more data in it for the various LODs, it'd take up more space than just having data for a single model, but that's probably wrong, yeah?
That is correct. It's only logical. The DTS file would indeed contain more than one model but you need to remember that LOD models are supposed to be lower quality than the actual model. At most I would estimate that LODs would only double the file size.

As far as my programming language goes this doesn't affect rendering performance and the read/write (ghosting) performance would only be affected slightly. Same goes for loading datablocks when joining a server. All things considered LOD models can still boost frame rate quite noticeably (Less so in Blockland though, read above) so if you ask me LODs are certainly worth it.

« Last Edit: August 17, 2013, 08:18:58 AM by LeetZero »

Last night I tried to get LOD meshes to work, but to no avail. I'll give it another go today and if it's fruitless, I'll probably try to ask Badspot whether he removed the support for LOD meshes or not. For the time being I'm trying my best to optimise the mesh.


They are .blbs

the big square ones are twice as wide as the small ones in payday

the big square ones are twice as wide as the small ones in payday
4x looked really weird.

Gonna make a Thermal Drill too?



Probably


I think the right arm should raise before the left, as it is now, the right arm phases through the left arm, which looks weird (even if it's only seen for a split second)

That smooth ass glare from the edge is lovey. Is it just a rounded edge and carefully aligned light or did you do some wizardry?

I made sure to make the edges very much rounded since the most common mistake beginners make is creating a razor sharp edge that would cut you in real life if you were to touch it. I placed two lights; a large soft yellowish diffuse light to light up most of the scene and the other a small soft blue light to take out the harsh dark shadows. There is also a hint of environment lighting. The trick was in the material. It was a very simple node setup I tweaked till it looked right. The node setup was a mix of a image diffuse and a soft glossy shader. I'll link the project file below.

http://www.blendswap.com/blends/view/69741

started up blender and then


so hard to sort out sports car proportions for blockland :(

I made sure to make the edges very much rounded since the most common mistake beginners make is creating a razor sharp edge that would cut you in real life if you were to touch it. I placed two lights; a large soft yellowish diffuse light to light up most of the scene and the other a small soft blue light to take out the harsh dark shadows. There is also a hint of environment lighting. The trick was in the material. It was a very simple node setup I tweaked till it looked right. The node setup was a mix of a image diffuse and a soft glossy shader. I'll link the project file below.

http://www.blendswap.com/blends/view/69741
Thanks! Why aren't you using the Lunarmoonable account? You even had one staff pick there.

Probably
A few things to remember when doing these low poly things:
Older textures never really did ambient occlusion, and they never really needed it.  You're wasting polys on the hair.  UV maps need a LOT of work, shouldn't you keep it straight across the entire front instead of this odd diagonal thing you have going?  With the tie, you can easily use a higher res texture or polys, as it looks really bad as a texture.

started up blender and then
-Snip-

so hard to sort out sports car proportions for blockland :(
That Looks Nice!

Thanks! Why aren't you using the Lunarmoonable account? You even had one staff pick there.
no problem
I haven't been able to access that account. Something got messed up when they changed the website. They still haven't gotten back to me on it, so I made a new account.