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FPSC Classic Product Chat / Look at this !!!!

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Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 22nd Sep 2005 15:54
Hi !

Ive created a little devil model...for now its a static entity. The problem is , Why is shading so crappy on this one ? its the same on the Scifi corpse. you see nearly all polygons cause of the shadows. Why dont u see them on enemies ? I want to have smooth shading on entities as well...isnt this possible ?
Just look at the screenshot

yeah...thats the ticket !

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Origin
18
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Joined: 11th Sep 2005
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Posted: 22nd Sep 2005 18:07
Try to map it and divide the faces!



John

"if you=n00b then askForHelp()=ok
else askForHelp()!=ok"
Mr Flowerkohl
19
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Location: Deutschland - Germany
Posted: 22nd Sep 2005 18:22
U mean bumpmap ?
Faces ? This model got more than 5000 polygons !
i think i shouldnt divide them any more.
It has to do something with the shadows i guess. its all flat shaded.

yeah...thats the ticket !
SkyCubes
19
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Joined: 16th Nov 2004
Location: Vancouver, Washington
Posted: 22nd Sep 2005 19:11
Hmm, I seem to recall seeing a similar model at 3DCafe...

--formally FPSCreators--

"Trust no one" --Deepthroat (X-Files)
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 22nd Sep 2005 19:27
i made it on my own with softimage XSI 4.0 !!!

yeah...thats the ticket !
Zero #43
20
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Joined: 5th May 2004
Location: ** in your head **
Posted: 22nd Sep 2005 19:28
whoa, now that you mention it, u r right anastasi. i saw the same model at 3d cafe also. hmmmmm....

Intel® Pentium® 4 Processor w/ HT Technology 3.4GHz 800MHz FSB w/ 512KB Cache, 1GB DDR PC-2700 at 333MHz - 1x1024 SO-DIMM, ATI MOBILITY™ RADEON™ 9700 128MB DDR, 80GB Hard Drive
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 22nd Sep 2005 19:31
Thats not the point !!!!!!!!!
But ok. Show me this model from 3D cafe !!!! Now i want to see it.
Its really impossible.

PS: I want to know how to get entities shaded smoothly !!!!!!!! like characters for example !

yeah...thats the ticket !
Cellbloc Studios
20
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Joined: 15th Mar 2004
Location: Atlanta, GA
Posted: 22nd Sep 2005 19:51
Got to give this Mr Flowerkohl credit, I quickly checked the 3D Cafe, and I could not find it, I also did a quick search of over 100+ other sites.

Anyways, to answer your question Mr Flowerkohl, does the modeler have a "smooth" modifier?

-This...is my boomstick!
Chris D
19
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Joined: 10th Mar 2005
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Posted: 22nd Sep 2005 21:12
Wouldn't that drastically increase the poly-count??
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 22nd Sep 2005 21:19
Yes it has a smooth modifier. it also has a polycount operation and subdivision options. But i dont want to change the polycount of this model. 5000 is enough ! Thats around what doom3 models have. I only want to get this in FPSC shaded correctly. Okay....i will attach a screenshot from the scifi corpse and a close up to show you what i mean.

you dont see the polygons from a character. you only see them on normal entities

yeah...thats the ticket !

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Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 22nd Sep 2005 21:20
Second picture.
notice the shaded triangles !!!!

yeah...thats the ticket !

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Richard Davey
Retired Moderator
22
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 22nd Sep 2005 21:34
Judging by the screen shots your model (static or dynamic?) doesn't have any normals vectors set for gouraud shading per polygon. I.e. it's using a smoothing technique that DBPro (FPSC) doesn't understand.

http://freespace.virgin.net/hugo.elias/graphics/x_polygo.htm

Look into the settings of XSI to alter the smooth modifier to something compatible.

A great many people think they are thinking when they are really rearranging their prejudices.
Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 22nd Sep 2005 21:44
its a static model ! But thats not only happening to my imported model...its the same with all entities except characters. i see polygons at barrels , corpses , ...
the second picture is from the corpse. same problem. and i havnt changed anything to this model !

yeah...thats the ticket !
Mr Flowerkohl
19
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Location: Deutschland - Germany
Posted: 22nd Sep 2005 22:48
I`m getting sad could someone please make a screenshot of their corpse model ? if you dont have the same problem as i got

yeah...thats the ticket !
chuckie
20
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Posted: 23rd Sep 2005 11:29
I have the same result as Mr Flowerkohl.

Richard, this seems to be a bug with the lightmapper. I've included a screenshot taken with full lightmapping. Any static entity (corpse, boulder, background pipe) or segment is lightmapped without any smoothing. Dynamic entities aren't a problem because they don't cast shadows on themselves (foreground pipe, Aiko).

Could this please be added to the bug list?

Cheers
Chuckie

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Mr Flowerkohl
19
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Joined: 19th Jan 2005
Location: Deutschland - Germany
Posted: 23rd Sep 2005 15:04
Yes, thats exactly what i mentioned.
And if i try to make my devil dynamic, it disappears ...!
Looks like FPSC is not able to set smooth shading on entities.
Some TGC Developer out there ???

yeah...thats the ticket !
Mr Love
19
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 24th Sep 2005 11:10
Mr Flowerkohl:

I can help You out with the model. 5000 polys is too mutch for this model! Why dont You do a polygon reducing? You can cut it down to about 1000 polygons, and the shape wont change anything whith the best reducers. Then You can also use a hypernurb to make the model even smoother! (Ofcourse before polygon reducing!!!)
Good Luck.

Mr Love

Dont trust anyone...
Mr Flowerkohl
19
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Location: Deutschland - Germany
Posted: 24th Sep 2005 15:02
Mr Love,
I am able to reduce the polygons, but i dont want to
It runs smooth on my machine. An AGAIN, thats not the point.
the problem is that fpsc uses gourauf shading on static entities...and not smooth shading. this has nothing to to with the polycount of a model. if i reduce the polygons, it surely would look like even more strange. Hope this shading problem will be fixed in a patch.



yeah...thats the ticket !
Mr Love
19
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Joined: 9th Jun 2005
Playing: MAFIA 2
Posted: 27th Sep 2005 23:38
Thats why I told You to use a hypernurb first! When You have done that Your model is so smooth that You cant see the polygons! The polygons will first raise to about 15000 polys but after a polygon reducing You will only have about 5000 polys (like now).
The difference is that You will have a perfect smooth model with the same number of polygons as today!


Mr Love

Dont trust anyone...

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