I didn't mean to be sounding rude back there. I just thought it would be more easy to browse parts of the whole thing when they're categorized. Just a thought. And if you watch it over again, it's not to the point. You have stuff like "go to edge selection and..." stuff. You know what I mean right?
Thanks. The wires are up though.
edit:
The exporter can handle the Smooth Modifier. What was done was an Auto Smooth without SG (smoothing groups), then collapsed unto the editable mesh.
It is actually believed that in consoles this Smooth Modifier without using smoothing groups are employed in creating assets for console games. This, as was mentioned, optimizes the model. It had something to do with divisions and such.
Tested here is just a blank texture with full alpha made into team color. Exports at 3 seconds, imports at 5 seconds. No animations.
Additional Notes:
When exporting, the editable mesh must be facing south from the top view, and centered.
Thanks, I'll keep that in mind when creating the low poly. Those lines you marked for removal though on the ribs/fins there? If I remove those, the geometry will be a triangle.
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
1. I use the Smooth Modifier and Auto Smooth to smoothen the model. Is
this okay?
1 - The smooth modifier is for smoothing groups. Multi-object materials do not support this in the current version of the exporter (which is bad news for everything I tried to convert from other games). Mesh smooth is bad; use Turbosmooth if you absolutely must, but unless you know exactly what you're doing I'd say leave it for the high poly mesh -> normal map.
If that were to be a high poly mesh for normal conversion you'd definitely need to be using turbosmooth and chamfering the edges something fierce. It looks pretty low poly right now; making a normal map out of that will be a waste.
1. BOUNDING SPHERES. These are actually necessary to control the unit's selection sphere. Currently the exporter utilizes the mesh's Bounding Box and the extents are converted into what SC2 considers the model's bounding spheres.
2. Attachments:
i. Ref_Shield doesn't work.
ii. Ref_Origin is currently everything. This means attacks are directed at it as well.
I've tried the following to get Ref_Shield to work which failed, namely:
1. Just let them float without hierarchy/linking.
2. Link them via Schematic view to the mesh.
3. Create a bone and link them into it, and skinning.
4. Skinning them with the bone with and without linking.
So, my question is, how do we make:
1. Bounding Spheres?
2. Working attachments?
Attached is my own personal notes on the process, and a screen from the editor. It's partially textured, which process I will share later. It has the Stand animation, where it floats up and down.
@Otixa: Go
I didn't mean to be sounding rude back there. I just thought it would be more easy to browse parts of the whole thing when they're categorized. Just a thought. And if you watch it over again, it's not to the point. You have stuff like "go to edge selection and..." stuff. You know what I mean right?
Thanks. The wires are up though.
edit:
The exporter can handle the Smooth Modifier. What was done was an Auto Smooth without SG (smoothing groups), then collapsed unto the editable mesh.
It is actually believed that in consoles this Smooth Modifier without using smoothing groups are employed in creating assets for console games. This, as was mentioned, optimizes the model. It had something to do with divisions and such.
Tested here is just a blank texture with full alpha made into team color. Exports at 3 seconds, imports at 5 seconds. No animations.
Additional Notes:
When exporting, the editable mesh must be facing south from the top view, and centered.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Just from that wireframe, you can optimize the model greatly.
I'm sure that from other angles, there are many other things that could be optimized.
Thanks, I'll keep that in mind when creating the low poly. Those lines you marked for removal though on the ribs/fins there? If I remove those, the geometry will be a triangle.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Triangles are fine for lowpoly. Also, what do you mean creating the lowpoly? Is this supposed to be a "highpoly"?
It's a base for both, decided to go for more SG smoothing though after optimization.
Next question is regarding adding animations with the exporter in mind.
Does one use Bone tools? Any controllers?
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
1 - The smooth modifier is for smoothing groups. Multi-object materials do not support this in the current version of the exporter (which is bad news for everything I tried to convert from other games). Mesh smooth is bad; use Turbosmooth if you absolutely must, but unless you know exactly what you're doing I'd say leave it for the high poly mesh -> normal map.
If that were to be a high poly mesh for normal conversion you'd definitely need to be using turbosmooth and chamfering the edges something fierce. It looks pretty low poly right now; making a normal map out of that will be a waste.
Yeah, it's low poly with smoothing groups.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
A couple of problems:
1. BOUNDING SPHERES. These are actually necessary to control the unit's selection sphere. Currently the exporter utilizes the mesh's Bounding Box and the extents are converted into what SC2 considers the model's bounding spheres.
2. Attachments:
i. Ref_Shield doesn't work.
ii. Ref_Origin is currently everything. This means attacks are directed at it as well.
I've tried the following to get Ref_Shield to work which failed, namely:
1. Just let them float without hierarchy/linking.
2. Link them via Schematic view to the mesh.
3. Create a bone and link them into it, and skinning.
4. Skinning them with the bone with and without linking.
So, my question is, how do we make:
1. Bounding Spheres?
2. Working attachments?
Attached is my own personal notes on the process, and a screen from the editor. It's partially textured, which process I will share later. It has the Stand animation, where it floats up and down.
Edit: Btw, Happy Holidays!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.