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3 Dimensional Chat / My XM8 Models, looking for tips

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Black Mesa
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Posted: 23rd Apr 2006 23:18 Edited at: 23rd Apr 2006 23:21
This is my second model so-far. Its an XM-8 made in blender. Im looking for suggestions on how to improve it, its 610 polys. I've noticed in the object view you can see triangles that look a little shiner than other parts of the model. I correct the outside normals so I know thats not it and Im wondering if its a big deal or will the texture cover it? Thanks and enjoy.

Edit- I noticed that it didnt add the little view link next to the download button so I hosted the pics.



You can notice the above problem in that pic

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dark coder
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Posted: 24th Apr 2006 06:01
whats the tri count? looks like a bit more than 610.

to improve it fix the vertex normals as they look like there all assigned to the same smoothing group which makes it look pretty bad,

also your geometory towards the front of the gun looks a bit messy and wasting alot of polys, cause you have alot of tri`s that are very long and thin and that may cause some rendering problems if ingame.

there isnt much wrong with the shape of it tho, if you want it to look more suitable for a modern game then find some better reference images and start adding more details.

Halowed are the ori.
DB newbie
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Posted: 24th Apr 2006 06:40
hey you should lower the amount of sides on the scope. what are you using 10 sided cylinders?

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Black Mesa
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Posted: 25th Apr 2006 00:48
The scope cylinders are 16 sided I believe, I find that the lower numbers dont look nearly round enough. How do I change the smoothing groups and what pieces should be with which group? Also I think the polys are 610, isnt the poly count in the top right, It looks like:
Ve:8 | Fa: 6

Where Fa is the number of polys?
Mucky Muck Ninja
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Posted: 25th Apr 2006 03:00
Yes but you have to triangulate (control t) your model to see how many polies it will be in dbpro. I usually leave my models in quads as it looks better for rendering but tris are better for games.

I think 16 is a little much, once it has a texture it will look more round.

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Xander
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Posted: 25th Apr 2006 04:20
Yeah, 16 is too many for such a small part of the gun, go for 8, or maybe 12 if you really don't like 8.

You can square off some of the rounded corners a little too if you still want to save polys. A good texture will improve the looks of it quite a bit.

Good job overall

Xander Moser - Bolt Software - Firewall
Black Mesa
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Posted: 26th Apr 2006 00:54
Grrrrr- Blender is so stupid sometimes. I wanted to make the front portion of the gun so I deleted all the faces there and made new faces. When I extruded them it made the extrusion fine but the original faces I used for the extrusion got deleted. Does anyone know what causes this?
dark coder
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Posted: 26th Apr 2006 07:07
and about the scope, assuming this is designed to be a first person gun mesh, then 16is fine if anything use more as theres nothing worse than seeing poly edges in games, unless there intentional but a scope shouldent be, one thing i will say is that your scope/muzzle apear to be cylinders with 2 stacks, which is almost doubling your polycount, and for the muzzle you can reduce the sides by alot, as you will very rarely actually see it, and on your mesh you even made it indent towards the gun frame, which you definently wont see, it would be best to delete it and make a new lowpoly one.

Hallowed are the ori.
Black Mesa
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Posted: 27th Apr 2006 01:01
Now for some reason I cant switch into edit mode when I open that file. I was messing around with bezier curves yesterday, could that have messed it up?
Mucky Muck Ninja
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Posted: 27th Apr 2006 01:35
Are you in edit mode for one of the curves or do you have the gun selected?

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Black Mesa
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Posted: 27th Apr 2006 02:23
The gun is selected and as far as I can see no other objects are there.
Mucky Muck Ninja
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Posted: 27th Apr 2006 02:57
Wat mode does it say you are in? Check just below the 3d view on the bar where it says 'View Select Object'

"It is a mistake to think you can solve any major problems just with potatoes."
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Black Mesa
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Posted: 2nd May 2006 23:22
The not being able to edit isnt a problem because I have another version which works. I would love to know wtf is up with the extrusions though? It shouldnt be deleting faces like that.
greenlig
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Posted: 3rd May 2006 04:37 Edited at: 3rd May 2006 04:38
Edit may be because you have the 'face select' tool selected, and no face is available for selection, ie, use vertice select.

Just and idea.

About the model - there are really a few too many wasted vertecies on that model. It looks like you have done a boolean operation on the back of it there and that really messes things up at the moment, so try extrusion/rotation/scale instead.

Blender3D - GIMP - WINXP - DBPro
Black Mesa
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Posted: 3rd May 2006 05:21
Im not understanding what you are saying about editing it. On the model where it would switch to edit mode I had nothing, tab and the menu to switch it didnt work, it was stuck in object mode. Thats not the real problem though. The real problem is going back and re-making faces because it messes them up.

Also, what are you saying about the boolean operation? The stock was made by tracing with verticies, creating faces, extuding and scaling.
greenlig
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Posted: 3rd May 2006 05:24
ahh okay. It just looks like a boolean operation. Yer, that editing thing sounds strange. I had something happen once where everything froze after a render, and that sucked. Sorry I can be of more help.

Try Simple box extrusion rather than tracing with a model of this simplicity. It will make the model look 1 billion times cleaner.

Regards,
greenlig

Blender3D - GIMP - WINXP - DBPro
Black Mesa
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Posted: 4th May 2006 03:00
I could try a box for low poly sake, but honestly I want to solve this problem because it happens all the time and its annoying.
Black Mesa
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Posted: 6th May 2006 01:47
Someone mentioned that it look like everything was in the same smoothing gorup and that made it look bad. Anyone care to explain? Thanks.
dark coder
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Posted: 6th May 2006 07:48
if you look at the top pic, all polys/tri`s normals are all connected to eachother so one verts colour will be put onto the ones connected,

what you want to do now is just select all the polys inside the model, and not on the sides and assign them to a different smoothing group.

Hallowed are the ori.

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