Author Topic: The new and improved 3D model topic!  (Read 4641491 times)

maybe the model but I have no idea about the texture but maybe he gets stuff done really quick without getting distracted or doing something else

so um i tried higher poly modelling, it's not REALLY detailed but ye sorta

what u guys think? its a space pistol

-snap-

uhh

how

do you model for a living punchbuggy cause you really ought to if you dont already but you probably do given the quality of these models

imagine if you spent a week on that - holy moly would it look even more amazing. like with gold trim or something idek

your texturing is amazing

so um i tried higher poly modelling, it's not REALLY detailed but ye sorta

what u guys think? its a space pistol

[im]http://i.imgur.com/SVdJTY7.png[/img]
can't say i'm the biggest fan when comparing it to your other work but it gives me this nostalgic feeling, like it's something from the pre-2010's blockland days. it isn't a bad model and i like how it's different

maybe the model but I have no idea about the texture but maybe he gets stuff done really quick without getting distracted or doing something else

he probably used substance painter or something similar

Mount point or bone placement has absolutely nothing to do with the direction the model will face when exported in game. It is entirely dependent on what direction the model is facing when you export.

Rotate the model 90 degrees clockwise along the red axis and your model will be good.

This isn't really true though. Idk how many times I've had to flip my bones because my Blockhead was sitting in the seat upside down.

I've never actually worked with fbx before in all my years of modeling. It seems by the pre alpha video you released that there are parts of the map that have special properties, such as glowing, textures, etc.

I don't know how well this will translate from Sketchup to FBX but I could try at some point. I'll notify you if I ever find success in my experiments.
To clarify some things:

- Texturing would have to be done a program other than SketchUp. SketchUp does not handle UVs well at all.
- Usually you don't have to worry about file type conversion. Most of the time it's not an issue.
- Some things we can take care of in Unity, and some things I can take care of if needed, if it's not working out for you (UV mapping, for example).

Also... Are you really planning on trying to make a landscape model in SketchUp? Don't let me stop you, but that seems like a tedious endeavor, unless you have some fancy plugin.

how the heck do you apply location, rotation, and scale in the old blender.

Bone placement on vehicles is different from items, FYI. On items, the bone rotation makes no difference in the final model rotation.

Also I'm really good at making terrains in sketch up. There's a method of doing it without any plugins and it's not actually too tedious. Just requires a lot of gridding

Bone placement on vehicles is different from items, FYI. On items, the bone rotation makes no difference in the final model rotation.

Also I'm really good at making terrains in sketch up. There's a method of doing it without any plugins and it's not actually too tedious. Just requires a lot of gridding
That's right, I forgot about that. :P

Also, if that works for you, go for it. To each his own when it comes to method.

how the heck do you apply location, rotation, and scale in the old blender.
Ctrl-A


doesn't work. the median point stays where its at
I think you aren't asking the right question then. Applying the properties to an object (i.e. scale and rotation), it's essentially defaulting them back to their original values while maintaining the same geometry. If you need to move the origin back to the center of the geometry, select all of the geometry in edit mode, snap the cursor to selection, and then (in object mode I believe) move the origin to cursor.


That looks really nice, but where does the latch latch onto?