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Posted
Hey, this modelling stuff isn't that hard to learn :)

Here's the result of about 2 hours work - a small coffee table, that'll fit into our victorian mansion style:

Looks good! :)

 

Great work indeed. I told you that Blender is not THAT hard to learn. :)

Gerhard

Posted

lol not sure if I can teach you anything...

 

I've got some trouble uv-mapping the table:

 

coffee_tab2.jpg

(the side-parts aren't that dark, that's a rendering issue)

 

I can't UV-map the table-legs. they're completely black and when I click on them in the "UV face select"-mode my texture is gone in the other window. anyone an idea ? the whole table is one object !

Posted
I can't UV-map the table-legs. they're completely black and when I click on them in the "UV face select"-mode my texture is gone in the other window. anyone an idea ? the whole table is one object !

If they are black it could be that the normals are wrong.

 

Go into Vertex editing mode (TAB) and select enough vertices for one face. Then press W and click on "Flip normal".

 

Maybe that's your problem. If that is the case, then select all the vertices from the faces that are wrong and repeat that. Quite tedious job. :)

Gerhard

Posted

no something else was wrong. no it works fine. however there's one problem:

I worked with 12 UV-Spheres and it's really annyoing to select EVERY face with the mouse. is there a way to select every face in a certain area ?

Posted
no something else was wrong. no it works fine. however there's one problem:

I worked with 12 UV-Spheres and it's really annyoing to select EVERY face with the mouse. is there a way to select every face in a certain area ?

You can press Ato select all faces of a mesh. Pressing A again unselects (this is not only for faces but in general).

 

If you want only a certain number you can press B which will give oyu a mousecursor. Then you can draw a rectangle with the mouse and everything in there is selected.

 

But you must be carefull with this. It can happen that hidden faces or vertices, or whatever, are also selected. So before you do some action you should rotate the view and see if only the intended objects are selected.

Gerhard

Posted
Wow, this whole scaling thing really seems to be a pain. Giant lamps and miniature tables. Hopefully it isn't hard to rescale it.

The best ghin to avoid this is to use an object that already works. When I did my bowl I know how large it is in-game. So I can use it as a scale to judge against. It's much easier to do it this way then.

Gerhard

Posted

There are probably some objects that we will need to have at a uniform size or height so that animations work properly. Chairs, as an example.

Posted

I've got some serious problems to resize the table in blender - when I make it bigger parts of the model dissappear in the 3d-view and it doesn't look any bigger in the modelviewer :blink:

Posted
I've got some serious problems to resize the table in blender - when I make it bigger parts of the model dissappear in the 3d-view and it doesn't look any bigger in the modelviewer :blink:

I noticed this as well. It seem you can not reyize it after you skinned it. Don't know why. What you can try to do is to resize and press CTRL-A (I think this was it) to apply the changes. If it is the correct key then it should ask you to apply. I tried to import a ASE file and resize it, but somehow the model always stays the same size. I always kept the untriangulated mopdel for this purpose and did the skinning again. Of course in my case this was not so bad because I never tried to make it good looking, just to have it show up in the game.

 

If we can't find a better solution I guess the best workflow to do it would be this.

 

1. Model the mesh.

2. Save the model in a new file and keep the original model you work on in a seperate file.

3. The new file is now triangualated.

4. Skin it wihout regard for look.

5. Import it into Doom 3 and see how it's size is.

 

If the model is to big or to small you must start at 1 again, that's why you should copy it in a seperate file. Once the model is properly sized you can start on serious skinning because you wont change the mesh anymore.

 

This is not really satisfying because it means, that you have to do the skinning everytime you need to change the mesh. :(

Gerhard

Posted (edited)

hm, maybe that's just a blender issue. can plze someone else try to resize it in another programm ?

 

I'll upload both, the blender and the ASE file to models/furniture/tables

Edited by BlackThief
Posted
hm, maybe that's just a blender issue. can plze someone else try to resize it in another programm ?

 

I'll upload both, the blender and the ASE file to models/furniture/tables

I don't think it is a Blender issue, but then again it might. Of course you can resize the mesh in Blender and render it, but when you export it with the script the size is the same as before.

Gerhard

Posted
Is there any way we can avoid the sizing issues? I'm just wondering if there is some measure of units that we could use that works with all the modeling software out there?

 

Yeah, otherwise this is going to be a serious pain in the ass. If there isn't a generic measurement we can use between programs, then at the very least we should get someone with each program to import a couple D3 models and measure them. All we would need is three measurements of the Marine: Head (6'), Waist (3') and knees (1.5'). That would give us a better sense of how big to make things.

Posted

Well. It's a LITTLE bit to big now. :)

 

I think if you do more modelling you will get a good feeling on how large that stuff should be. I created a key and I managed to make it almost properly sized the first time I imported it. Only a small change was needed. I compared it to my bowl to get a measurement.

Gerhard

Posted

I noticed something really strange - our custom objects are not rendered correctly in D3 !

 

coffee_tab_ingame3.jpg

 

as you can see the table stays black, eventhough the flashlight should lit it up...

anyone an idea ?? :unsure:

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