NIN, great job so far. I was playing around with animations and everything seemed to work so far, but I noticed for the walk animation I had done, was having weird results in game. On the right leg part of the mesh is stretching. In 3ds max everything looks solid. Any suggestions?
I'm aware if you're using meshsmooth (that is, subdivisions) you will get unnecessary polys in your model. If you're doing organic modeling work for anything but games, this is acceptable.
You are right though, I can't imagine any cases where you'd want to use subdivisions for game models. It's getting to the point where you can work with a lot of polys, but you're probably not going to want to have as many polys as a mesh smooth iteration creates in a game model.
Don't completely rule out subdivisions. There are a lot of cases where smoothing groups simply won't cut it.
In short mesh smooth is the easy way out. I use it intermediately during the modeling process to get some idea of what it will look like. But all I was doing was suggesting if he wanted to see his model in game for gratification purposes throw a mesh smooth on with no iterations and export it.
@NiNtoxicated01: Go
Oh, another question - does this plugin handle smoothing groups? In Homeworld 2, if I had no smoothing groups, the model's lighting would be really weird ingame and I had to apply a smoothing group without any smoothing groups.
Does the exporter apply smoothing grps? I don't believe so, just use a mesh smooth before exporting.
Forgot to add this is the concept I used for the head. Unfortunately the concept art isnt very consistent, so I tried to take elements from each, but still make it identifiable. As for the hands, in one image he has 4 the other he has 5, another inconsistency. I havent decided what I plan to do with the hands but they are an easy fix.
I was looking the poly counts of other sc2 units, and was surprised by the ultralisk having 4k, so I raised the count.
I redid the face, and added more detail and smoothed it all out. The model currently has 3.8k. The unit will be similar in use to an ultralisk so there wont be to many on the screen at 1 time.
For anybody wondering he is two of the concepts I followed.
I feel like a real noob here, but I have the export script installed and pretty sure it's running, but I'm not sure how to actually begin the export process.. I don't see ".M3" listed as a filetype under "export" - I'm a total max noob but followed everything so far, merging to one editible mesh, using only one sc2 material...
I just can't find the export option for M3 o_o
You have to run the script. On the right side you have tabs like primitives, modifiers, hierarchy, motion, and i believe utilities. The button looks like a hammer go there. Then go to maxscript, and run script.
Curious about animation support as well, when the non-blizz mdx exporter was released for wc3, it used a skin modifier to give vertices weight. Where as blizz used the method of breaking the model up into parts and then linking those to bones directly skipping the whole bother with the skin modifier.
Personally I preferred the latter choice for low poly models. Any idea on what you are planning on doing?
So to make a long story short, when I was younger I used to play the Myth series by Bungie before all the halo/console shit. It was one of the best rts games that rivaled wc2/sc back in the day. I am by no means the best modeler, but I have some decent experience.
For any of you familiar with the game. I've started working on a Myrkrida model and Trow model. Because the scope of the project is far beyond 1 person I was planning on using human/undead models from wow to speed up progress.
So critics shoot! :)
Also to clarify the Trow model is roughly 1200polys, and the Myrkrida is about 700.
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@tigerija: Go
NIN, great job so far. I was playing around with animations and everything seemed to work so far, but I noticed for the walk animation I had done, was having weird results in game. On the right leg part of the mesh is stretching. In 3ds max everything looks solid. Any suggestions?
0
I'm aware if you're using meshsmooth (that is, subdivisions) you will get unnecessary polys in your model. If you're doing organic modeling work for anything but games, this is acceptable.
You are right though, I can't imagine any cases where you'd want to use subdivisions for game models. It's getting to the point where you can work with a lot of polys, but you're probably not going to want to have as many polys as a mesh smooth iteration creates in a game model.
Don't completely rule out subdivisions. There are a lot of cases where smoothing groups simply won't cut it.
In short mesh smooth is the easy way out. I use it intermediately during the modeling process to get some idea of what it will look like. But all I was doing was suggesting if he wanted to see his model in game for gratification purposes throw a mesh smooth on with no iterations and export it.
0
They mentioned some kind of star tools, but did not elaborate.
Does the exporter apply smoothing grps? I don't believe so, just use a mesh smooth before exporting.
0
Forgot to add this is the concept I used for the head. Unfortunately the concept art isnt very consistent, so I tried to take elements from each, but still make it identifiable. As for the hands, in one image he has 4 the other he has 5, another inconsistency. I havent decided what I plan to do with the hands but they are an easy fix.
0
@tigerija: Go
I was looking the poly counts of other sc2 units, and was surprised by the ultralisk having 4k, so I raised the count.
I redid the face, and added more detail and smoothed it all out. The model currently has 3.8k. The unit will be similar in use to an ultralisk so there wont be to many on the screen at 1 time.
For anybody wondering he is two of the concepts I followed.
0
You have to run the script. On the right side you have tabs like primitives, modifiers, hierarchy, motion, and i believe utilities. The button looks like a hammer go there. Then go to maxscript, and run script.
0
Curious about animation support as well, when the non-blizz mdx exporter was released for wc3, it used a skin modifier to give vertices weight. Where as blizz used the method of breaking the model up into parts and then linking those to bones directly skipping the whole bother with the skin modifier.
Personally I preferred the latter choice for low poly models. Any idea on what you are planning on doing?
0
So to make a long story short, when I was younger I used to play the Myth series by Bungie before all the halo/console shit. It was one of the best rts games that rivaled wc2/sc back in the day. I am by no means the best modeler, but I have some decent experience.
For any of you familiar with the game. I've started working on a Myrkrida model and Trow model. Because the scope of the project is far beyond 1 person I was planning on using human/undead models from wow to speed up progress.
So critics shoot! :)
Also to clarify the Trow model is roughly 1200polys, and the Myrkrida is about 700.
0
Awesome job NINtoxicated, I was having weird crashes with .08. Seems to be fixed now in .09