Well, I can understand if there are hundreds of problems with what I'm trying to do, but I'm new to the modeling scene. My desktop has melted and I've ordered a new one, and during my spare time I've been trying to find something to do. This laptop however, can't exactly run any heavy programs (as a matter of fact it gets 5 FPS in Minecraft and 7 in League of Legends, which means I can't really play them) and so I decided to try out Google Sketchup (Although from what I've heard it's not exactly the greatest)
I've found it very easy to use, and I am quite pleased with the results of my first model. It was supposed to be a cog-based turret theme for a human team, and it looks somewhat like that, with a bit of a gritty look. After making it I decided that I wanted to make a custom race for a Starcraft 2 custom map, which is likely with the amount of spare time I have.
I made the model, and used basic colours just to see what would look nice. The lines on top of the semi-circle which are on the long poles shouldn't be there, I plan on removing those although I think they would be invisible when exported/in game anyway. The red part of the turret would also be the team colour, although a) I don't know how to do this (however I will deal with this problem when I need to later down the road) and b) the colours will be a little more gritty. Now here's where I need opinions/information/ideas. I was hoping to import the 3D model into photoshop to paint textures onto the 3D shape. I know this is possible, although I'm not sure if this is the easiest way to go about doing this. The other problem is that Google SketchUp exports things with a .dae format, but from what I've heard it's possible to just convert the .dae file into an .m3 or other file in g-max.
The final problem is the actual animation part. What programs can I use to animate an imported model? I actually liked working with SketchUp, so if it IS possible to animate it in another program that would be nice.
Any feedback regarding the model itself is always welcomed :D It's my first attempt, and I'm terrible at critiquing my own work. I feel it looks nice, although it may look kind of basic. I don't claim to know anything regarding modeling or the programs associated with modeling, so feel free to correct me if I'm wrong on anything >.>
Why can't some important, smart talented... team get together and do this? Its not hard, i did it! (No, no custom models, just used xelnaga buildings and such)
Regarding texturing, it's a whole new can of worms. AFAIK, google sketchup cannot unwrap uvw's, so you'll have to port to another 3d program like 3dsmax or maya (maybe gmax?). You'll have to basically map every face of the model onto a 2d surface, then use a graphics program to paint over that. You can't just directly "paint onto the model". Animation wise, I'm not sure if m3 sequences tools exist for any program other than 3dsmax but don't quote me on it.
The model looks good for a beginner; I suggest you thin down the antennae a bit though. You'll definitely need to cut down on the polies, I can see the model having 5k-6k polies oO. Generally, 2k for a simple model and 3k for a complex model is good.
Why can't some important, smart talented... team get together and do this? Its not hard, i did it! (No, no custom models, just used xelnaga buildings and such)
Because this isn't for an important map quite simply. If I wanted to put something serious together I would, but I'm mainly trying to figure out how to get into modeling and I sure as hell won't be any good if I just get other people to do it for me. I see no reason why I can't learn how to do it myself. But we all have our opinions and I respect your criticism.
Although I don't see why you're inferring I'm not smart ^.-
Don't exactly know how to view the poly count in SketchUp but there are 2311 faces for what it's worth. Mind you there are quite a few round surfaces so I might just make those into 5-6 faced polygons to reduce the count and give it a more rigid look. As for what 'problem' I used, I'm not sure what you mean XD if you mean the program, I used SketchUp >.> I plan on getting 3DSmax from one of the student programs at my school however.
Regarding texturing, it's a whole new can of worms. AFAIK, google sketchup cannot unwrap uvw's, so you'll have to port to another 3d program like 3dsmax or maya (maybe gmax?). You'll have to basically map every face of the model onto a 2d surface, then use a graphics program to paint over that. You can't just directly "paint onto the model". Animation wise, I'm not sure if m3 sequences tools exist for any program other than 3dsmax but don't quote me on it.
The model looks good for a beginner; I suggest you thin down the antennae a bit though. You'll definitely need to cut down on the polies, I can see the model having 5k-6k polies oO. Generally, 2k for a simple model and 3k for a complex model is good.
I noticed that there was no wrapping option, I did plan on porting it to gmax for the time being and opening it with photoshop to see if I could do it there, because I have seen people paint onto the model itself, although 2d mapping would probably be a bit easier. Thanks for the input on the m3 sequences, I won't quote you on it but if you think it's possible I'll look into it a bit more :P.
As for the antennae, I did notice it was a bit thick in the image >.> It's a bit thinner really, but I'll try and scale it down regardless. I'll try and export it to a different program to check the poly count.
The thing about sketch up is that it models in some weird system that only itself can understand. It's not mesh, it's not poly, it just is :P
There are methods to texture your models in sketchup. And it's pretty easy. But yes, you really don't have a "UV UNWRAP" option. I really cannot explain as of now but do send me a PM tomorrow so I can remember and explain.
You may want to consider that when you export it to 3ds max (If I remember correctly skp can export FBX, 3ds, dae, which are all supported by max) your model will be triangulated, as in, all of the faces you have right now will be transformed to triangles (aka mesh model).
2k faces isn't that bad. SC2 models are around 3k - 5k. So don't worry much about poly count unless you get a 10k+ poly model.
P.S. The antenna only looks thick cause it's not tall enough ;)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
*Picture at bottom*
Well, I can understand if there are hundreds of problems with what I'm trying to do, but I'm new to the modeling scene. My desktop has melted and I've ordered a new one, and during my spare time I've been trying to find something to do. This laptop however, can't exactly run any heavy programs (as a matter of fact it gets 5 FPS in Minecraft and 7 in League of Legends, which means I can't really play them) and so I decided to try out Google Sketchup (Although from what I've heard it's not exactly the greatest)
I've found it very easy to use, and I am quite pleased with the results of my first model. It was supposed to be a cog-based turret theme for a human team, and it looks somewhat like that, with a bit of a gritty look. After making it I decided that I wanted to make a custom race for a Starcraft 2 custom map, which is likely with the amount of spare time I have.
I made the model, and used basic colours just to see what would look nice. The lines on top of the semi-circle which are on the long poles shouldn't be there, I plan on removing those although I think they would be invisible when exported/in game anyway. The red part of the turret would also be the team colour, although a) I don't know how to do this (however I will deal with this problem when I need to later down the road) and b) the colours will be a little more gritty. Now here's where I need opinions/information/ideas. I was hoping to import the 3D model into photoshop to paint textures onto the 3D shape. I know this is possible, although I'm not sure if this is the easiest way to go about doing this. The other problem is that Google SketchUp exports things with a .dae format, but from what I've heard it's possible to just convert the .dae file into an .m3 or other file in g-max.
The final problem is the actual animation part. What programs can I use to animate an imported model? I actually liked working with SketchUp, so if it IS possible to animate it in another program that would be nice.
Any feedback regarding the model itself is always welcomed :D It's my first attempt, and I'm terrible at critiquing my own work. I feel it looks nice, although it may look kind of basic. I don't claim to know anything regarding modeling or the programs associated with modeling, so feel free to correct me if I'm wrong on anything >.>
Cheers, 13ored.322
It's a fine model, but obviously has far too many polygons to be an ingame model.
oh the classic "create my own race......"
Why can't some important, smart talented... team get together and do this? Its not hard, i did it! (No, no custom models, just used xelnaga buildings and such)
obviously too many polys? how can you say the when he isn't even showing the wireframe, and he has decent amount of details so i think it could work
@Captincronic: Go
what problem did you use?
Regarding texturing, it's a whole new can of worms. AFAIK, google sketchup cannot unwrap uvw's, so you'll have to port to another 3d program like 3dsmax or maya (maybe gmax?). You'll have to basically map every face of the model onto a 2d surface, then use a graphics program to paint over that. You can't just directly "paint onto the model". Animation wise, I'm not sure if m3 sequences tools exist for any program other than 3dsmax but don't quote me on it.
The model looks good for a beginner; I suggest you thin down the antennae a bit though. You'll definitely need to cut down on the polies, I can see the model having 5k-6k polies oO. Generally, 2k for a simple model and 3k for a complex model is good.
Because this isn't for an important map quite simply. If I wanted to put something serious together I would, but I'm mainly trying to figure out how to get into modeling and I sure as hell won't be any good if I just get other people to do it for me. I see no reason why I can't learn how to do it myself. But we all have our opinions and I respect your criticism.
Although I don't see why you're inferring I'm not smart ^.-
Don't exactly know how to view the poly count in SketchUp but there are 2311 faces for what it's worth. Mind you there are quite a few round surfaces so I might just make those into 5-6 faced polygons to reduce the count and give it a more rigid look. As for what 'problem' I used, I'm not sure what you mean XD if you mean the program, I used SketchUp >.> I plan on getting 3DSmax from one of the student programs at my school however.
I noticed that there was no wrapping option, I did plan on porting it to gmax for the time being and opening it with photoshop to see if I could do it there, because I have seen people paint onto the model itself, although 2d mapping would probably be a bit easier. Thanks for the input on the m3 sequences, I won't quote you on it but if you think it's possible I'll look into it a bit more :P.
As for the antennae, I did notice it was a bit thick in the image >.> It's a bit thinner really, but I'll try and scale it down regardless. I'll try and export it to a different program to check the poly count.
The thing about sketch up is that it models in some weird system that only itself can understand. It's not mesh, it's not poly, it just is :P There are methods to texture your models in sketchup. And it's pretty easy. But yes, you really don't have a "UV UNWRAP" option. I really cannot explain as of now but do send me a PM tomorrow so I can remember and explain.
You may want to consider that when you export it to 3ds max (If I remember correctly skp can export FBX, 3ds, dae, which are all supported by max) your model will be triangulated, as in, all of the faces you have right now will be transformed to triangles (aka mesh model). 2k faces isn't that bad. SC2 models are around 3k - 5k. So don't worry much about poly count unless you get a 10k+ poly model.
P.S. The antenna only looks thick cause it's not tall enough ;)