Jump to content
The Dark Mod Forums
Sign in to follow this  
R Soul

Red Button + custom sound

Recommended Posts

Release version:

attachicon.gifTDM_ElevPanels.jpg

 

Download:

http://www.mediafire.com/file/pnxcz0v3iwbcpkp/ElevButtonPanel.7z

 

Prefabs included. I've included a copy of the custom sound from the button in the first post.

Thank you for the hard work on these fella, will down load them this evening

Evening fella, looks like files are missing - looks like the diffuse textures.

 

And the large panel is a off-grid size, even down toe 0.125. I can't create a brush to go under it - see attached.

 

post-496-0-70545500-1537302284_thumb.jpg

Edited by Bikerdude

Share this post


Link to post
Share on other sites

I renamed the material at the last minute - I'd been inconsistent between the material, model and texture names, sometimes using "ElevPlate" and sometimes "ElevPanel", and forgot to update the references in the models. I'll tweak the models tomorrow to give the rectangular part an exact size (without moving the buttons) and with a corrected material reference. You can temporarily rename the material to ElevPlate so you can bask in its shiny glow.

Edited by R Soul

Share this post


Link to post
Share on other sites

Model fixed:

http://www.mediafire.com/file/hldhxs4hsdi8o1x/ElevButtonPanel.7z

 

The rectangular part is 17 inches high.

 

Source texture (twice the resolution of the model texture):

http://www.mediafire.com/file/ykugce0gbb72kgs/tdm_ElevPanel_source_texture.7z

 

I'd like to upload the blender file which generates the AO/Normal maps, but it's now 400MB.

  • Like 1

Share this post


Link to post
Share on other sites

I'd like to upload the blender file which generates the AO/Normal maps, but it's now 400MB.

 

That's because it has 3 million triangles, which super huge for such small piece. The number of subdivisions is too high or there's something wrong with topology, because it doesn't seem to have so much detail. Even more detailed 3d scans, which often have messed up topology need less triangles, e.g. this piece is more complex but it only has 400k tris: https://skfb.ly/KyMA

Share this post


Link to post
Share on other sites

It's the corner decorations. I massively overdid the subdivisions:

post-2153-0-21922000-1537466588.jpg

post-2153-0-88997000-1537466600_thumb.jpg

 

There are 12 of these in total. 8 on the 4 button panel, and 4 on the single button panel. If I remove them the file size goes down to 54MB.

 

The 400MB file compresses down to 37MB, but the file could cause performance problems for some computers. I just tried using a 'decimate' modifer for a few iterations and removed many tris without having a major impact on the appearance. The total The total is now 1.7 million. That gets the file down to 127MB, and 14MB when compressed, so I'm now uploading it:

http://www.mediafire.com/file/c7hrfkdre0s7c2a/ElevPanel.7z/file

(Blender only)

Share this post


Link to post
Share on other sites

Yup, the geometry is way too dense on these details. Why would you subdivide it so much anyway? I don't know the modifier names in Blender, but the usual workflow for all 3d modeling apps is to get a proper base for subdivisions, and then using "MeshSmooth" or "Turbosmooth" modifier. All you have to do then is to check visually if the shading is correct (there are no distortions or tension along surfaces) or further subdivision is necessary. You stop subdividing when there is no further visual difference between subsequent subdivisions. You don't need to have vertices on atomic level for high poly meshes.

A quick example from my WIP high-poly model, this is a plate for tiled furnace.

 

obraz.png

 

It's only as complex as it needs to be, the whole plate is only 7,5k tris.

Now this is after two subdivisions:

obraz.png

 

The plate is now 138k tris, because that's enough for that shape. Further subdivisions don't make any visual difference, until you really stick your nose to it. But that level of detail wouldn't make sense, as this will be baked on 2k texture, for the whole furnace, not just the plate, so any details would be lost. This way I keep my file sizes lower and my bakes are done faster.

 

This whole furnace has all tiles modeled and it's barely over 620k triangles:

obraz.png

 

Share this post


Link to post
Share on other sites

As long as you don't apply subsurf modifiers, those millions of polys will still only take KBs of space. There are reasons to apply them, like if you're then sculpting on top, or if you're baking normal maps externally. But you'd generally want to keep your .blend non-destructive as long as you can, file size is a bonus.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Sign in to follow this  

×
×
  • Create New...