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3 Dimensional Chat / Robot I made

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LBFN
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Posted: 2nd Nov 2009 19:02 Edited at: 19th Jan 2010 20:17
Attached is a pic of a robot I made called Shamgar. I am learning to model with Milkshape and I thought it turned out okay.

LBFN

Click my sig to download TGC Heroes v0.94.

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Master Man Of Justice
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Posted: 2nd Nov 2009 20:59
Looking nice.
got a pic of the wireframe?

What's done is done,,,
What's done about it is all that matters.,.
LBFN
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Posted: 3rd Nov 2009 16:23 Edited at: 19th Jan 2010 20:17
Quote: "Looking nice.
got a pic of the wireframe?"

Thanks. Attached is a pic showing the wireframe.

Click my sig to download TGC Heroes v0.94.

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Master Man Of Justice
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Posted: 3rd Nov 2009 17:21
thats some nice work for 2k polys

Quik
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Posted: 3rd Nov 2009 17:55
u could remove like half of his shoulder spheres? like the texture^^ great modal overall, some poly optimising could be done, otherwise its great.


[Q]uik, Quiker than most
LBFN
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Posted: 3rd Nov 2009 19:06 Edited at: 19th Jan 2010 20:17
Thanks for the nice comments.
I hesitated to optimize it too much until I had it rigged and animated. I have completed that now and have removed the extra tris from the shoulders and the lower part of the head. It comes in at 2039 polies.

Click my sig to download TGC Heroes v0.94.

Daniel wright 2311
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Posted: 3rd Nov 2009 20:13
for your first in milkshape, i give it an A., Ive been using milkshape for 4 years now and let me tell you, my first modles where worse off then yours there. just 2 years ago my modles where even worse off then your first. good job.

DSW
LBFN
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Posted: 4th Nov 2009 16:45 Edited at: 19th Jan 2010 20:17
Quote: "for your first in milkshape, i give it an A., Ive been using milkshape for 4 years now and let me tell you, my first modles where worse off then yours there. just 2 years ago my modles where even worse off then your first. good job."


This is not my first model. I am learning to model with Milkshape. I actually learned how to animate other people's models with it first. Now I am concentrating on the modeling/UV mapping end of things. Thanks for your comments, though.

Click my sig to download TGC Heroes v0.94.

Aaagreen
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Posted: 6th Nov 2009 16:41
Reminds me somewhat of the original Marvin from the Hitchhiker's Guide series.

Jeku always gets drunk and tries to Moderate the ocean. Tirelessly slapping the waves as they roll in.
LBFN
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Posted: 6th Nov 2009 19:30 Edited at: 6th Nov 2009 19:34
Forum mess-up - duplicate post

So many games to code......so little time.
LBFN
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Posted: 6th Nov 2009 19:32 Edited at: 10th Dec 2009 22:46
Can't say I have ever seen the Hitchhiker's Guide series, but I googled it and it does have some resemblance to the original Marvin.

I finished working on another robot. A pic is in the attached file.

So many games to code......so little time.
LBFN
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Posted: 16th Nov 2009 00:12
Another robot I made. I have some finishing touches to do, but it is mostly done.

So many games to code......so little time.

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Quik
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Posted: 16th Nov 2009 00:14
you seem to be using floaters to make ur models, i recommend keeping it to one solid mesh, by making it all through extruding.


[Q]uik, Quiker than most
LBFN
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Posted: 16th Nov 2009 02:46 Edited at: 19th Jan 2010 20:17
What are the advantages to making it one solid mesh instead of using floaters? I have made some stuff using extrude exclusively, but it takes me a lot longer and it does not turn out as good.

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Quik
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Posted: 16th Nov 2009 03:18 Edited at: 16th Nov 2009 03:20
quoting RUCCOS from another thread, i was asking if it would affect game performence if i used floaters:

Quote: "The difference will be unnoticable unless you have tonnes of these limbs. In general its always best to model your mesh as a single mesh, but in some cases it's unavoidable and at times desired to have multiple limbs in a single mesh. There really wont be much of a difference, but you should still try to maintain a single mesh when you can, so for something like screws in a gun Id recommend either adding them via a texture or taking the extra work to model them into the mesh itself.

Keep in mind however that you shouldn't go out of your way to model these details into the mesh if they're going to add a bunch of polygons to the mesh to do it. For example if modelling these screws into your gun requires you to create 10 more polygons for each bolt to get the right polygon to extrude from, you're adding unnecessary polygon data that will end up slowing it down more than if you just went with a separate mesh.

For example, something like a gun that has a barrel at the end, you would want to model the barrel with the mesh, however something like a house positioned ontop of a terrain mesh, you would want to model the house separate from the terrain."


also, in my opinion, having it a solid mesh, gives u more control over the mesh


[Q]uik, Quiker than most
LBFN
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Posted: 16th Nov 2009 03:49
Okay, thanks for the info. I have had no problems at all with using floaters and rigging/animating models. With Milkshape, it seems somewhat difficult to get the polygon that you need to extrude right where you want it without adding a lot of unnecessary polygons. I'll probably stick with using floaters, but thanks again for the tip.

So many games to code......so little time.
Quik
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Posted: 16th Nov 2009 06:54
ms3d is pretty... difficult at that part i agree =P


[Q]uik, Quiker than most
Asteric
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Posted: 16th Nov 2009 18:10
Building from 1 mesh is a waste of time, and can be less accurate, i say make it with many different meshes, and then merge them together into 1 mesh when done.

Beast E Gargoyle
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Posted: 24th Nov 2009 19:48
The second robot's pinchers are modeled nicely, but they need more detail either in the model of the hook or the yellow texture area itself. The arms need to be more fluid and sophisticated if going for a futuristic robot. I would say for the torso poly count you did a good job.

Cheers,

Beastegargoyle

My online game portfolio and work samples [a href]www.jaredgingerich.com[/a href]
LBFN
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Posted: 25th Nov 2009 16:48 Edited at: 19th Jan 2010 20:17
Beast E.
Thanks for the feedback. I think you are referencing the third robot I posted here. I will see what I can do to revamp the pinchers on it. Regarding the arms, I'm not sure what you mean about being more fluid.

Click my sig to download TGC Heroes v0.94.

Latch
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Posted: 18th Dec 2009 13:05
Nice robots LBFN!

As far as multimeshes vs a single mesh modeling, I think the performance discrepancy may come about if the individual meshes (that make up the whole) are not merged together into a single mesh. If individual meshes are allowed to remain as individual limbs with their own mesh definitions (in a direct x file), then each mesh has to be indexed as the mesh as a whole is read or referenced for animation or transformation. Now in terms of using bones in animation, there is a similar thing going on, groups of vertices are referenced and associated with a frame (in direct x) much the same way an individual mesh as a limb would be. So, if you are animating an object, I don't think you are going to get away with anything if you model the mesh as whole or as a collection of parts. But, if you are creating a scene that is going to be static - like maybe a bus stop with a building face, a shelter, a bench, maybe a lamp and a trashcan, you'll want all of those individual items combined into a single mesh (within reason). Otherwise, performance could be hit as each item would have to be indexed and referenced separately in a game.

Enjoy your day.
LBFN
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Posted: 19th Dec 2009 18:48
Hi Latch, thanks for the compliment!

Thanks also for the info. One of these days (when I get bored), I plan to code up something that will actually count the time needed to move/animate an object that has one mesh versus the same object with several meshes and just see for myself what the actual difference is. Regarding static modeling work, your info will be most helpful.

Thanks again.

So many games to code......so little time.
LBFN
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Posted: 10th Jan 2010 22:20 Edited at: 19th Jan 2010 19:20
I can't say that I have bothered with making a relatively high-poly model until now. I guess I just wanted to see how it turned out. Attached is a pic:



I may decide on making a low-poly version of it.

Click my sig to download TGC Heroes v0.94.

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chafari
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Posted: 11th Jan 2010 12:20 Edited at: 11th Jan 2010 12:37
Hi!...ha ha you stole my robot "villamuro"...nice one this last!...time ago I made exactly this model and integrated with real world.Have a look at it.



learning every day
LBFN
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Posted: 12th Jan 2010 15:32 Edited at: 19th Jan 2010 20:18
I can't say that I have seen your robot previously; I was trying to make something similar to Ed 209 from Robocop. Your robot is animated very well.

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Pincho Paxton
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Posted: 13th Jan 2010 01:33
Quote: "Hi!...ha ha you stole my robot "villamuro"...nice one this last!...time ago I made exactly this model and integrated with real world.Have a look at it."


Have you never seen Robocop? It's obvious that the poster got his robot from that.

chafari
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Posted: 13th Jan 2010 12:23
@LBFN
@Pincho Paxton

I was joking man ! ...Your robots are ok and the last one is great....of course I have seen robocop and I,m very fond of this kinda films.

Here I show my robot without landscape.



This one I made it time ago, and it look more like yours



cheers.

learning every day
Neodelito
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Posted: 13th Jan 2010 14:19
nice walk cycle chafari..
and Ed 209 Rules..!!!

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