Flameball model

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Flying Steel » Tue Sep 15, 2009 5:16 pm

ai wrote:Well backface culling, or 'normals' as it is also called, need to point in the same direction, outward. If it points inward the faces could be invisible.


Right, so your system doesn't have to draw those. It only draws the faces that are facing the camera, so you don't want to have so many of these that it has to draw twice as much area as the model takes up on your screen, because it has so many hidden surfaces that are just going to waste anyway.

One can also delete the faces that are not visible or hidden within the model.


Right, unless parts of that face are in plain sight. Then to get rid of the hidden surface area you have to add more geometry than just the one face.
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Postby Rad Ished » Tue Sep 15, 2009 8:49 pm

AAAAaaaaaahhh, no you see the reason that all the colours are flat in the screens is because i took them in a map that only has a quick light phase oooooops. As to why i can't get the texture there, hmm dunno. I have trouble with this sort of thing. :roll:
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Postby divVerent » Wed Sep 16, 2009 5:42 am

I can help you with that. All I need is the texture and the PK3.

This model BTW wakes memories, when viewing it ingame. It reminds of the Nexuiz 1.5 rocket launcher... :P

The character model BTW looks that way because it's nexus with skin 6 (fbskin). This is absolutely correct :P
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby ai » Wed Sep 16, 2009 6:48 am

divVerent wrote:It reminds of the Nexuiz 1.5 rocket launcher... :P

My favorite one.
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Postby Rad Ished » Wed Sep 16, 2009 10:33 pm

Ok, after a lot of playing and a 23 layer photoshop file im there with the texture, NO MORE PLAYING
Ok now some of you are going to tell me that snakeskin grips are way last year, and that may be true but im done with this here texture so you will have to deal with being a little bit unfashionable.
Image
Div, i have not removed any polys yet, and i guess that doing so will wreck the uv mapping and thus render my texture obselete. hMMMmmmmmm.
well, ill get to that later. I'll post this texture and the md3 tomorrow.....
...
.....and thank you very much to all you chaps what said you liked it :D
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Postby ai » Wed Sep 16, 2009 10:52 pm

First off, depending on how you delete details the UVs might not change much, if at all (as long as you stay away from the edges). It's fully possible to remove detail without wrecking anything.

However, what's with the chrome like texture? I'm not even sure what I'm looking at. It's very hard (based on those screens) to make out anything besides plain chrome. It doesn't have much details at all just a jumbo mess in my eyes, especially the back of it.
And looking straight from the back of the model I can't see any contour or lines at all.
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Postby Rad Ished » Wed Sep 16, 2009 10:55 pm

/me chromes ai
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Postby Yoda almighty » Thu Sep 17, 2009 12:47 am

heres a tip about reducing poly count. for the cylinders, try using a cylinder with less vertices around the circumference. i know in blender, you can change that. default is 32, but 6 looks almost the same once you are done texturing.

just a thought ;)
Why has a developer ever needed any reason other than "it looks bloody awesome?"

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Postby Flying Steel » Thu Sep 17, 2009 1:04 am

Yoda almighty wrote:heres a tip about reducing poly count. for the cylinders, try using a cylinder with less vertices around the circumference. i know in blender, you can change that. default is 32, but 6 looks almost the same once you are done texturing.


6 is actually kind of obvious unless the cylinder is very thin. For this situation with such a wide barrel, I don't think it would be wise to use anything less than 16 for the outside.

But any additional optimization on this model should go towards lower LoDs, because detail wise this model is already in a good place, methinks.
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Postby halogene » Thu Sep 17, 2009 7:41 am

I don't know what ai is referring to with "chrome", but I like this model very much, especially the front part of it. These glowing pipes just rock! Also the front cylinder is really nice textured.

If anything, I could, if I must, agree that the back could be improved (where you hold/trigger the thing). From the texturing I find it a bit hard to tell if it was supposed to be shiny and got worn or if it was supposed to be the other way round (got shiny by too many fatty hands holding it... ugh). Maybe in the back in some corners there could be some rust-like corrosion? Or maybe it would be more obvious what the texture is trying to tell there if the wear and tear would be applied to edges mostly? Or is it already that way and it is only hard to tell from the view angle of the screenshots? Dunno.

But heck, I like this model the way it is already. Good work, rad. *thumbs up*

On a side note: would it be possible to make it part of the weapon's animation that the pipes get glowing white when it shoots? Especially when it shoots the fireball? I don't know, since this would not affect the geometry of the model but the textures or gamma values or something. Just a thought.
<Community>: Why was the name "Nexuiz" licensed to IllFonic in a way that allows IllFonic to use the name without any suffix or subtitle for a commercial console game?
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<Community>: http://www.xonotic.org
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