Credits to Mavrck, IskatuMesk, tFighterPilot for answering questions.
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1. What's the size(scale) this model should take before m3 exporter?
2. How do I make UV Maps for SC2 and exporter? Any good UV mapping tool out there?
3. This thing has 2224 vertices and 4342 faces. Is that okay? Can I add more?
4. I use the Smooth Modifier and Auto Smooth to smoothen the model. Is this okay?
5. I'd like to use decals on this model, which from reading in NiN's thread would require a second UVW map (will study how to have multiple UV maps). What I know is after setting up a UVW Unwrap, you would collapse it to the editable mesh. Should I do this or is there a special way of UVW mapping for SC2 and the exporter?
6. About Normal Maps, especially the term "Baking" and AO. What are these?
3. This thing has 2224 vertices and 4342 faces. Is that okay? Can I add more?
I wouldn't be concerned even if you had 100k faces. I've stuck such models into sc2 without any issue. Geometry instancing is nice. That is unless you're running on extremely old hardware. Just make sure you're using those faces for something. Edgeflow is important, or polies mean nothing.
Also know that you can go far beyond 100k poly, and turn the high poly mesh into a normal map.
I would avoid having any holes in the model outright, but it depends on what you are talking about.
In regards to edgeflow, I mean perfectly flat square surfaces should only be a single four-sided face, for a basic example. Knowing how and where to optimize edgeflow can reduce your polies significantly without ever changing the overall shape of a region.
1. I use the Smooth Modifier and Auto Smooth to smoothen the model. Is this okay?
2. I'd like to use decals on this model, which from reading in NiN's thread would require a second UVW map (will study how to have multiple UV maps). What I know is after setting up a UVW Unwrap, you would collapse it to the editable mesh. Should I do this or is there a special way of UVW mapping for SC2 and the exporter?
3. About Normal Maps, especially the term "Baking" and AO. What are these?
1. I use the Smooth Modifier and Auto Smooth to smoothen the model. Is this okay?
2. I'd like to use decals on this model, which from reading in NiN's thread would require a second UVW map (will study how to have multiple UV maps). What I know is after setting up a UVW Unwrap, you would collapse it to the editable mesh. Should I do this or is there a special way of UVW mapping for SC2 and the exporter?
3. About Normal Maps, especially the term "Baking" and AO. What are these?
1) Well, it's considered really noobish. In General, in game models should not mesh smoothed.
2) You can make several models and then attach them. The material will automatically change to a multi material, which is supported by the exporter.
3) "Baking" is the act of creating a highly detailed model and then turn its detail into a normal map for the ingame model. There are special softwares for that.
1) Well, it's considered really noobish. In General, in game models should not mesh smoothed.
2) You can make several models and then attach them. The material will automatically change to a multi material, which is supported by the exporter.
3) "Baking" is the act of creating a highly detailed model and then turn its detail into a normal map for the ingame model. There are special softwares for that.
Thanks. But I didn't say mesh smooth modifier though. Just the smooth modifier, which I believe does not create new polygons.
Thanks. But I didn't say mesh smooth modifier though. Just the smooth modifier, which I believe does not create new polygons.
It does create additional "polygons" as for each SG change, a new sets of verts is created at the intersection.
Also, 4k faces is way too high for something with so little detail. Rethink your topology.
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Credits to Mavrck, IskatuMesk, tFighterPilot for answering questions. ..............................................................................................................................................
Current info included:
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I. For baking, uvw mapping, low-poly/high-poly, and ambient occlusion (AO) generation: http://cg.tutsplus.com/tutorials/autodesk-3ds-max/next-gen-weapon-creation-day-1-the-high-poly-model/
II. Additional on normal baking:
http://cg.tutsplus.com/tutorials/autodesk-3ds-max/how-to-bake-a-flawless-normal-map-in-3ds-max/ ..............................................................................................................................................
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Current Questions List:
..............................................................................................................................................
1. What's the size(scale) this model should take before m3 exporter?
2. How do I make UV Maps for SC2 and exporter? Any good UV mapping tool out there?
3. This thing has 2224 vertices and 4342 faces. Is that okay? Can I add more?
4. I use the Smooth Modifier and Auto Smooth to smoothen the model. Is this okay?
5. I'd like to use decals on this model, which from reading in NiN's thread would require a second UVW map (will study how to have multiple UV maps). What I know is after setting up a UVW Unwrap, you would collapse it to the editable mesh. Should I do this or is there a special way of UVW mapping for SC2 and the exporter?
6. About Normal Maps, especially the term "Baking" and AO. What are these?
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I need someone to walk me through the process of creating new models for SC2. I'm using 3d studio max 2009/2010.
Attached is the model in 3ds max 2010.
What's next?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
1) The easiest thing would be to import another model and compare
2) Just like you would with any other model, nothing special
3) It's fine
4) What's wrong with the old Carrier?
You mean the sc2 one?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I think it looks cool. Now just add a nice texture to it!
Yeah, that. What's wrong with it?
Why do you asK?
Anyway, I'd like to know more about the process of creating texture for this.
Now, I have 3ds max 9 open. What next? Do I create a multi material, what's next?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I wouldn't be concerned even if you had 100k faces. I've stuck such models into sc2 without any issue. Geometry instancing is nice. That is unless you're running on extremely old hardware. Just make sure you're using those faces for something. Edgeflow is important, or polies mean nothing.
Also know that you can go far beyond 100k poly, and turn the high poly mesh into a normal map.
Do you mean, I can like delete certain faces which are not going to be visible in-game anyway?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I would avoid having any holes in the model outright, but it depends on what you are talking about.
In regards to edgeflow, I mean perfectly flat square surfaces should only be a single four-sided face, for a basic example. Knowing how and where to optimize edgeflow can reduce your polies significantly without ever changing the overall shape of a region.
Okay.
The model above has triangles, and edges of 5 connected to 1 vertex.
I meant say, for the carrier rings, that I'd just let them float instead of having them connected to the hull. Would that be okay?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Personally I would never, ever leave parts of the model "floating" unless it's was intended from the design. I just find it to be bad form.
Also I recommend modeling in quads until the final conversion to the game, just because it's easier to deal with and look at.
Okay. Thanks, man. I'll just go and optimize the model a bit.
Edit: Yeah, the mothership do have floating ones. And they're actually rings, as a matter of fact.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
ooooo i like
Okay, a few more questions:
1. I use the Smooth Modifier and Auto Smooth to smoothen the model. Is this okay?
2. I'd like to use decals on this model, which from reading in NiN's thread would require a second UVW map (will study how to have multiple UV maps). What I know is after setting up a UVW Unwrap, you would collapse it to the editable mesh. Should I do this or is there a special way of UVW mapping for SC2 and the exporter?
3. About Normal Maps, especially the term "Baking" and AO. What are these?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
i was never able to export a model to m3 after giving it a smooth modifier.
okay.
I'll quote that in when creating the next tutorial. A sort of warning for others who'd follow.
Any other stuff to watch out for? How about UV mapping are there special things?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
1) Well, it's considered really noobish. In General, in game models should not mesh smoothed.
2) You can make several models and then attach them. The material will automatically change to a multi material, which is supported by the exporter.
3) "Baking" is the act of creating a highly detailed model and then turn its detail into a normal map for the ingame model. There are special softwares for that.
All of your questions have been answered on ModCraft, so I suggest you go watch that.
Additionally, post wires.
Fix the lighting and do the SGs.
Someone should chop those up though. It's all messy and uncategorized.
Thanks. But I didn't say mesh smooth modifier though. Just the smooth modifier, which I believe does not create new polygons.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Clearly asking questions that have already been answered is the way to go then.
It does create additional "polygons" as for each SG change, a new sets of verts is created at the intersection.
Also, 4k faces is way too high for something with so little detail. Rethink your topology.