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LeotheLion: Application


LeotheLion

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Also, how do objects generated in CAD, such as the picture below, work out in the doom 3 engine, because the CAD works on double-sided polygons and in some programs it causes faces to load reversed and not visible
.

It probably depends on the software individually, but I work with some building models exported from ArchiCad and it's basically one big mess. Plenty of unnecessary polygons, weird triangulation, unwelded vertices and so on. Cleaning them for game engine would probably take longer than doing them from scratch in 3d app.

 

As Springheel mentioned - there's no need to model such stairs. It's easier to do them in the editor - it's quite powerful. Mainly some organic and irregular shapes need to be modeled.

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Update on the tree: 470 quads after I removes some of the smaller branches. I'm working on that still.

 

Of the things you posted, heres two of them so far.

 

Leg of meat:

 

low poly

 

11bta37.jpg

 

high poly

 

9axwk5.jpg

 

The stew is in progress. What is the desired polycount for the ingame mesh of this object?

 

high poly in 10 min

 

qnk12x.jpg

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Objects like this should probably be around 200-300 tris max.

 

Those models look fine, but are you also able to uvmap and texture them? Without that they're not much use to us.

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Stew:

 

hwetm8.jpg

 

6yihww.jpg

 

Tree 214 quads (can't get much lower as this is square sides and most small branches gone).

 

33ohdeo.jpg

 

Fish:

 

212an2u.jpg

 

On UV mapping, I've done some stuff in Blender, but I'm rather slow at it right now. Recently got modo301 for texturing (which really speeds things up for me in this area) and am in the process of getting better at it. How about I texture the lamb leg and the stew and post that?

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Can you post a pic with the level of detail you want for object textures?

 

Something 256x256 would be fine for the food. You can see examples of current models on our webpage for comparison.

 

 

What size uv would you prefer to use ingame?

 

What size uv? I have no idea what you mean.

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256x256 answered my question.

 

You can make it 512x512 or even 1024x1024, it can always reduced later. But if you start with 256x256 it will always be stuck at this size, even when in 5 years computers are fast enough to render food in high detail :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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You can make it 512x512 or even 1024x1024, it can always reduced later. But if you start with 256x256 it will always be stuck at this size, even when in 5 years computers are fast enough to render food in high detail :)

 

Uh, I got bogged down with work stuff. I'll post textured stuff tommorrow, plus new tree and that textured.

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  • 3 weeks later...

Had to do a bit of real life stuff.

 

Anyway, back to this.

 

To be honest. I hardly ever UV map and texture stuff, using piecewise models and random fractals + material shaders instead when rendering in the renderer I use for my CAD stuff. Generally, I'm rather good at photoshop, but I am not too skilled at making a proper UV map outside of zbrush, so let the adaptive tiling handle it.

 

Turns out adaptive tiling means I can't use the map and texture in any game as they only support the first quadrant of UV space. So that means my previous textures were no good.

 

I was working on another model for something else, and so I attempted a Uv in an app outside zbrush and then textured in photoshop.

 

1z5unx1.jpg

 

Its not very good is it?

 

Note: this is on flat color shading in zbrush, which is no depth shader. The shadows are painted on.

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Yes, uv-mapping and texturing is the most time-consuming and difficult part of modeling for games.

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It is possible to make very great textures by using photo from all six sides on a real object and applying in zbrush using the paint master, but then I would need six photos.

 

I will have to work a bit on my texturing otherwise, as that only works for faces (i've tried it on myself).

 

Any general tips I should know about for making game textures?

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