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FPSC Classic Models and Media / Why does my model render weird?

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extrickster
15
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Joined: 29th Jul 2010
Location: Southfield, MI
Posted: 22nd Feb 2012 15:16
Hello forums,

I just finally learned how to lay UV coordinates correctly and assign textures to models. I will be offering a free model pack soon. I have a question in return. When modeling in low poly why do my models appear triangular when I render them? Images are below;

Here's the non-textured version. As you can see it appears triangular.


Here's the textured version. The texture is not finished yet.


I wonder what could be wrong.
srealist
15
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Joined: 18th Dec 2010
Location: Orlando, Florida, USA
Posted: 22nd Feb 2012 16:24
Typically because smooth surfaces have a lot of polys. I use Mudbox a far amount and if you take a sphere, for example, and reduce the poly count, you will start to see the edges on the sphere. Real-time, low poly modeling is an advanced art form and in some ways harder than realistic, cinematic modeling.

BTW, I've lived in Maitland/Winter Park my whole life!
extrickster
15
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Joined: 29th Jul 2010
Location: Southfield, MI
Posted: 22nd Feb 2012 17:48
This is one of the first low poly models I have ever made. It doesn't look terrible. The triangulation is bothering me... Any ideas on how I can get rid of the triangulation while keeping it between between 40 to 100 polys? I attached the blend file.

haha I just moved down about a year ago to attend Full Sail University. Winter Park is awesome!
henry ham
18
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 22nd Feb 2012 18:11
Quote: "Any ideas on how I can get rid of the triangulation"


you need to assign smoothing groups to your model.i have no idea how to do it in blender but im sure one of the other guys will be able to help you out.

cheers henry

extrickster
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Joined: 29th Jul 2010
Location: Southfield, MI
Posted: 22nd Feb 2012 18:19
I know I could use a subsurf modifier on it or use the smoothing option in Blender. I don't think the smoothing option carries over to game engines though?
henry ham
18
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 22nd Feb 2012 18:39
Quote: "I know I could use a subsurf modifier on it"


no dont use that it will up the poly count

Quote: "I don't think the smoothing option carries over to game engines though?"


it should do.i use it all the time on my models but maybe blender is different ?

cheers henry

extrickster
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Joined: 29th Jul 2010
Location: Southfield, MI
Posted: 22nd Feb 2012 18:53
Yeah subsurf up the poly count by alot.

Smoothing option does apply to game engines when you export the models?

Now it looks all rubbery.
henry ham
18
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 22nd Feb 2012 19:23
here you go mate i did a quick model & texture for you to see how i set up my smoothing groups .obj file & texture attached, load it up & take a look.

crisp bag



hope this helps

cheers henry

extrickster
15
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Joined: 29th Jul 2010
Location: Southfield, MI
Posted: 22nd Feb 2012 19:38
Wow henry, that was really fast! Thank you!

I think I must have modeled my chipbag wrong or something... Your wireframe is completely different than mine.



If I'm correct, you turned on Smooth Shading?

henry ham
18
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Joined: 3rd Aug 2007
Location: way way out there
Posted: 22nd Feb 2012 19:46
Quote: "I think I must have modeled my chipbag wrong or something... Your wireframe is completely different than mine."


there is no right or wrong way to model only your way

Quote: "that was really fast!"


its just a box with a few of the verts moved about so it only took a few minutes

Quote: "If I'm correct, you turned on Smooth Shading?"


its called smoothing groups in max i just gave the front & back faces 2 different groups that stops the black edges that you got on your model

cheers henry

extrickster
15
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Joined: 29th Jul 2010
Location: Southfield, MI
Posted: 22nd Feb 2012 20:12
Yeah, everyone has their own way of modeling. =P Your crisp bag looks professional for low poly. It seemed really fast for me because it takes me awhile to texture a model.

This is the only thing I see in Blender that is relevant to the smoothing groups.



I Googled "Blender Smoothing Groups" but I cannot find anything on it. I know what the smoothing groups are in 3DS max but I can't find them in Blender.
Burning Feet Man
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Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 16th Jun 2012 02:58 Edited at: 16th Jun 2012 02:59
I'm struggling with this problem now, having my first serious attempts at modeling for my DBpro games.

My current work flow is;

By trade, I know Inventor... so naturally I'm using it to model. But I'm an absolute n00b when it comes to anything outside my parametric world (and it's a good(!) parametric world too!).

Create and colour my model in Autodesk Inventor. Import my .IPT file into 3DsMAX, save as a .3DS file. Import the .3DS file into Wings3D, toggle the colours, export the model as a .X file.

The reason I'm not exporting a .X file directly from 3DSmax is that the Panda .X exporter is no longer compatible with the 2013 release, and I also wanted to learn a simpler free modeler, such as Wings3D or Blender, since they're so popular.

If someone's keen to help, let me know what format I should upload the file as.

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