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3 Dimensional Chat / Hovercraft thigy

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Thebeely
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Posted: 10th May 2010 19:15
Hello, everybody
I'm new to modelling and I'm trying to make a hovercraft thingy for my game. Started working on it yesterday. Body and cockpit are made from a single cube and "engine" is made of 2 cylinders (for now).

It's a WIP, of ocurse. It's going to be bloody when I try to texture it

I'm working in Wings3D.

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AutoBot
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Posted: 10th May 2010 21:47
Great model! I don't use Wings3D, but if possible, you could make the window area transparent and add an interior to it (if that's the type of quality you want to achieve).

Over all, it's a great first model.
Thebeely
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Posted: 10th May 2010 22:00
Quote: "Great model! I don't use Wings3D, but if possible, you could make the window area transparent and add an interior to it (if that's the type of quality you want to achieve).

Over all, it's a great first model. "


Wow, thanks
I was thinking either that, or to stick a big canon in there
AutoBot
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Posted: 10th May 2010 22:07 Edited at: 10th May 2010 22:24
Quote: "or to stick a big canon in there"

Great idea!
Thebeely
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Posted: 10th May 2010 22:45
Of course, instead of studying and not failing my exams, I was working on the hovercraft for the last hour....

Those boxy thingies are "propulsors" and they are not going to be so boxy when I finish them

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AutoBot
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Posted: 10th May 2010 22:55
So far its looking good! Are you still planning on adding the cannon?

Thebeely
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Posted: 11th May 2010 00:13
Pretty much, yes. It's kinda "asteroids-type" shoot 'em up game in a spherical space, so the cannon would be very useful in there

Attached is an idea of a game level(s) I'm working on. It doesn't look very nice, it's just "planet" generating system (it creates that planet from heightmaps) and gravity. It also demonstrates my weak computer

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AutoBot
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Posted: 11th May 2010 00:23
That's a good idea, it allows you to just use heightmaps instead of x-files.

Are you able to texture it?

Thebeely
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Posted: 11th May 2010 00:37 Edited at: 11th May 2010 00:38
Sure I am It uses 6 heightmaps and 6 textures. Textures shloud be seamless in multiple ways, though. I didn't work on graphics part at all, these are all very early stages. However, I do have a screenshot with a texture test and some very bad lighting.

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AutoBot
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Posted: 11th May 2010 01:01
The planet looks even better with textures

Kira Vakaan
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Posted: 11th May 2010 07:48 Edited at: 11th May 2010 07:48
You've got a very good start going here!

I know nothing about how Wings works, but does it support n-gons? If not, then what's going on here?



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Thebeely
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Posted: 11th May 2010 22:54
@AutoBot
Thank you

@Kira Vakaan
Thanks for pointing it out, it's a work in progress and I'm new to modelling
Teh Stone
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Posted: 12th May 2010 00:54
There is a line there and it is classed as 2 polys but it's jst a problem with the display of the wire and it's not your fault
Kira Vakaan
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Posted: 12th May 2010 08:34
Is it? I looks like a five sided polygon to me...

What do you mean it's a problem with the wire display?

zeroSlave
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Posted: 12th May 2010 22:14
That hovertank would look great in an RTS with a sharp texture slapped on it! Also, that planet is a pretty clever idea. Reminds me of spore!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
JZ28
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Posted: 13th May 2010 06:06 Edited at: 13th May 2010 06:06
You should connect the two corner vertexes together, dissolve the two faces, and use cleanup in full body selection mode. it would look like this if you do. (see image)

http://sites.google.com/site/jordanz2010/

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Kira Vakaan
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Posted: 13th May 2010 08:12
I'd go even further and make the two resulting triangles a quad.

Asteric
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Posted: 13th May 2010 15:03
Kira is right, welding, or the program alternative, and just get those triangles into quads.

Thebeely
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Posted: 13th May 2010 20:30 Edited at: 13th May 2010 22:22
It was a five-sided polygon which I got rid of Thanks for the ideas, guys. However, five (or more) sided polygons don't concern me, because when I export it to X, they are all made (separated?) in 3 sided polygons (at least that's what DBPro's wireframe display says).

Maybe I'll consider making an RTS, but this has to be finished first . It would be sooo much better if I had an artist working with me, so I can concentrate on the coding part

[edit]
Added the updated screenshot

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Quik
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Posted: 14th May 2010 01:18 Edited at: 14th May 2010 16:49
aight, a few critts from my side. it is all in the pic =P hope it helps


[Q]uik, Quiker than most

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Kira Vakaan
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Posted: 14th May 2010 02:27 Edited at: 14th May 2010 02:29
They're probably still pentagons in the .x file, but DBPro triangulates everything during loading. If you wanted, you could check out the .x file for sure.

Asteric and I only suggest creating certain quads from a modelling standpoint. While it's true that DBPro doesn't care at all since it only deals in tris anyhow, it's a good modelling practice to keep your mesh clean and pretty through proper usage of loops.

Edit: For a static model like this, it's not a big deal, I suppose. You'd encounter problems if you wanted to rig your model. Meshes that deform the best are composed of regular and evenly-spaced quads.

McCrazy
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Posted: 14th May 2010 13:02
It looks already pretty good

Mazz426
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Posted: 14th May 2010 15:01
thers another 5 sided oplygon on the side of the cockpit, get rid of that one as well

Thebeely
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Posted: 14th May 2010 19:13
Thanks, guys, hope I got rid of all of the 5 sided polygons. Cockpit was intensionaly "high" poly, as seen in screenshot
I think I'm finished with the geometry, guess I'll TRY to make an UV map now. Wish me luck

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Thebeely
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Posted: 14th May 2010 20:27
Sorry for double posting....

I've started working on the UV map and please tll me if I should continue like this, or I'm doing something terribly wrong

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zeroSlave
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Posted: 14th May 2010 20:43
There are a few questionable parts like the two boxes on top that hold the smaller guns and the extrusions under the "propulsors." Are they detached and just not on the UV yet? If so, never mind, but if they are on the UV map, you might want to move them and not keep them stacked on other polys.

After I looked at it again, it looks like you know what you are doing, so I doubt they are stacked. So far, it looks nice and clean!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Thebeely
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Posted: 14th May 2010 20:50
@CoughMist
I'll fix the 2 boxes (I was planing on leaving it like this since that part of the hoverthingy will never be zoomed in), and the "propulsor" thingies are not on the UV map yet Thanks.

This is my first UV map ever, so I wasn't sure if I'm supposed to "cut" the object so much, e.g. will it leave texture seams?
zeroSlave
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Posted: 14th May 2010 21:12
Even if you don't plan on zooming in, it would still be a good idea to unwrap them and texture them. That might even give you inspiration to zoom in for cutscenes!

Also, as far as the seams are concerned, that is where your painting skills will come into play. If you align the textures correctly and have the polys unwrapped so that they are all respectively the same size as they are on the model, you shouldn't have a problem. But if you do, you could take advantage of the seams and paint racing stripes or some other type of paint work like metal plates that use the seams to your aesthetic advantage!

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Thebeely
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Posted: 14th May 2010 21:28
Uwrapped it
My painting skills are zero, but I also had in mind some yellow/black "muscle car" stripes.
I've also never made a texture, so I'm completely popping my cherry with this one
Thebeely
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Posted: 17th May 2010 01:03
Again, double post I finished the UV map and I'm hoping to get some (positive) criticism.

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Thebeely
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Posted: 25th May 2010 21:08 Edited at: 25th May 2010 21:28
Noone's into it, I guess
Anyway, I wanted to ask if someone's willing to work with me on textures for my game (e.g I'd make the models and UV maps, and this porson would make textures) since there is no way I could make the textures. And I like the programming part more
I don't mean this in a "team request" way, more in a "friendly" way
Just to say, I'm serius about this game (not in the "money" way, it will be free) and it's progressing just fine.
Thanks for reading at least

[edit] My msn is darko@stonerocket.net. Not email, just msn.
Kira Vakaan
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Posted: 25th May 2010 21:31
Aw, sorry. Didn't mean to leave you hanging.

The UV map's a pretty good start, and actually, it would work out fine if you didn't change anything. If you want to get really anal about making everything perfect, you've got some extra space on the left side and top. You could select everything, scale it up a little bit and then play around with the arrangement to make it all fit again.

I'd offer to help with the textures, but I'm knee deep in projects right now. The way I make textures is by using Blender's texture painting tools to paint directly onto the model, and then taking the texture into Photoshop and doing final tweaks and stuff. I'm by no means a texture artist, but this method has worked out for me. If you don't have Photoshop, you could download GIMP for free.

Good luck!

zeroSlave
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Posted: 25th May 2010 21:55
Hey, Thebeely, the UV map looks fine. You just need to start painting that Hovercraft thigy to make it ready! Follow some tutorials for texturing a model and go from there. Do you use photoshop or Gimp? There are some pretty tasty tuts for both out there (and I am pretty sure the tuts can be used for both.)

Quote: "yellow/black "muscle car" stripes."

WHERE ARE THE STRIPES!!!!

I'd help, but I hate texturing even my own things. I prefer the modeling aspect of... modeling.

My green thumb grew the tree my Trojan War horse was crafted from. With roses in our pockets we rally round the tombstones. Ashes to ashes, we all fall down.
Thebeely
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Posted: 25th May 2010 22:09 Edited at: 25th May 2010 22:11
@Kira Vakaan
Thanks for the input Since I like to fix all the little details in everytihng else, I don't see why I wouldn't tweak the hell out of an UV map.
I use GIMP for 2D stuff (fonts, glowing effects, etc.), but I would really like to leave texturing for someone who knows what he's doing and concentrate on things I know. Modelling would come to me as "concept art" since I have a pretty good picture of what I want to do (altough, if someone's interested in modelling for my game, you're highly welcome ).
Guess I showed enough progress (not much, actually) for people to take me serious. I'm currently working on "helping" tools for level editing.

Again, HUGE thanks to all of you who helped me so far

[edit] @CoughMist
Thanks, but I'll work on the other aspects on the game for now and see if anyone's interested in helping me
PW Productions
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Posted: 27th May 2010 03:47
You have a pretty good model going there. I've been going through each picture in order, and I can definitely see great progress Keep up the good work.

-PwP-

Thebeely
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Posted: 27th May 2010 20:46
Thanks, PwP

After googling and searching for the last 2 hours, I just can't import a X object to blender (obj, too) with an UV map, nor do the any texture painting (I feel a bit retarded sometimes). Any tips/help/tutorials/ideas, please? I'm using 2.49b version, I believe.

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