
killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Aug 20, 2012 05:16 PM
Msg. 3571 of 4332
ok so i fixed the warthog shaders and it is looking a ton better just gotta fix the turret now bit of a jump up close in the shade 
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The_Arbiter
Joined: Aug 23, 2011
I feel like having scotch
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Posted: Aug 20, 2012 07:00 PM
Msg. 3572 of 4332
You are missing Detail normals later I will help you
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renegade343
Joined: Jun 26, 2012
CE3 Stage Modeler, Editor, and Writer
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Posted: Aug 20, 2012 09:13 PM
Msg. 3573 of 4332
I guess what The Arbiter says is right... but I don't have much experience with Shaders, so I'll shut up about that.
Otherwise, this seems more natural and Halo 3-ish than the Sandtrap shots earlier! Lookin' good~!
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killzone64
Joined: Jun 9, 2010
sometimes i miss the chaos occasionally
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Posted: Aug 20, 2012 09:17 PM
Msg. 3574 of 4332
i know how to do that, just didn't really think they were necessary
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Spartan314
Joined: Aug 21, 2010
Former biped rigger & FP animator
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Posted: Aug 21, 2012 03:17 AM
Msg. 3575 of 4332
At least the carbine is looking better than before.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Aug 21, 2012 07:48 AM
Msg. 3576 of 4332
Will set up deviantart for completed stuff soon. It's super boxxy (ucwatididthar) though, but will add more detail soon. Edited by Cheddars on Aug 21, 2012 at 07:49 AM
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bourrin33
Joined: Oct 19, 2009
HEK not installed tho
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Posted: Aug 21, 2012 08:30 AM
Msg. 3577 of 4332
Not bad
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Aug 24, 2012 07:01 PM
Msg. 3578 of 4332
 chocolate Edited by Cheddars on Aug 24, 2012 at 07:05 PM
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CorpseManTS
Joined: Nov 16, 2008
Sorry, I cant hear u with my bullet in your mouth!
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Posted: Aug 24, 2012 10:57 PM
Msg. 3579 of 4332
about time for the M1 Abrams to replace the scorpion.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Aug 25, 2012 02:59 AM
Msg. 3580 of 4332
 it was ripped from cok of doody Edited by Cheddars on Aug 25, 2012 at 03:00 AM
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Aug 26, 2012 05:45 PM
Msg. 3581 of 4332
Inset the cylinder and extrude it a bit.
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VoidsShadow
Joined: Aug 27, 2012
Kick back, drink a chai!
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Posted: Aug 27, 2012 03:21 AM
Msg. 3582 of 4332
I wish I could delete comments. Oh, well. Just by reading the past 10 or so pages, I've actually learned a lot. Time to stop procrastinating and start modeling, animating, and mapping. PS: Regarding that whole PNG vs JPG argument, JPG reduces quality and I can sometimes notice it while PNG preserves quality which is why it is used in video game a lot. However, if you export both a PNG and a JPG with GIMP, both have an option for quality. Also, PNG's support transparency whilst JPG does not and replaces the Alpha (transparency) with a black background. JPG's:
- Smaller size depending on compression amount.
- Usually lower quality.
- Alpha channel becomes black.
PNG's:
- larger size due to the..
- ...often higher quality compared to JPG images depending again on how compressed the image is.
- Alpha channel remains unchanged.
Now please return to the original subject or or a subject previously discussed in this thread. Edited by VoidsShadow on Aug 27, 2012 at 04:04 AM
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Sergeant 1337
Joined: May 1, 2010
Do you even lift?
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Posted: Aug 27, 2012 04:03 AM
Msg. 3583 of 4332
You are one of the most dedicated modders I've seen here, aLTis.
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Aug 27, 2012 06:23 AM
Msg. 3584 of 4332
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Echo77
Joined: Jul 20, 2010
Humble thyself and hold thy tongue.
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Posted: Aug 27, 2012 05:59 PM
Msg. 3585 of 4332
*stares longingly at the forklifts in the background*
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TM_updates
Joined: Aug 31, 2011
Superior to you, Superior Musclez near Brussels
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Posted: Aug 27, 2012 06:21 PM
Msg. 3586 of 4332
I'm impressed how alot of the members here are improving so much. Some promising modelers coming up, keep at it guys :-)
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Aug 29, 2012 10:23 AM
Msg. 3587 of 4332
About the forklift, I've been looking into the physics like you asked. I've tried making it so that those collision points are attached to the right node. I've tried every number between 1 and 10 and there are only 7 in total. So i know that the problem is that it's not picking up on the node numbers for some reason, i'm just not sure how to fix it. I've looked at the model, collision, animations. Everything. And i can't find anything for it...I'm sorry, dude, but i just don't know what to do :/ I mean if you make the fork portion a separate vehicle, with a marker on the exact place that the node is right now, for it to animate correctly. And have the same node and marker on the actual forklift itself, then i could make you a script to attach it. Sorry, but that's the only option i see :/
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 30, 2012 06:35 PM
Msg. 3588 of 4332
Why are they called triangles?Why not polygons?
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OHunterO
Joined: May 24, 2012
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Posted: Aug 30, 2012 07:42 PM
Msg. 3589 of 4332
Quote: --- Original message by: Dumb AI Why are they called triangles?Why not polygons? Because only people who don't have a clue what they are talking about give a polygon count. Triangle count is accurate and the true count. It's what engines use to render models, not polygons...
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Aug 30, 2012 07:45 PM
Msg. 3590 of 4332
triangles store data for 3 vertices whereas polygons could store an unlimited amount of vertex data which causes many problems. edit: Quote: --- Original message by: OHunterO Triangle count is accurate and the true count. It's what engines use to render models, not polygons... yup to elaborate, Edited by master noob on Aug 30, 2012 at 07:53 PMEdited by master noob on Aug 30, 2012 at 07:53 PM
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Aug 30, 2012 07:46 PM
Msg. 3591 of 4332
Quote: --- Original message by: OHunterOQuote: --- Original message by: Dumb AI Why are they called triangles?Why not polygons? Because only people who don't have a clue what they are talking about give a polygon count. Triangle count is accurate and the true count. It's what engines use to render models, not polygons... Just to clarify, one triangle = one face in editable mesh correct?
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Aug 30, 2012 07:48 PM
Msg. 3592 of 4332
yup
in max, the easiest way to check the triangle count is to add an edit mesh modifier to the list after editing. Edited by master noob on Aug 30, 2012 at 07:49 PM
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OHunterO
Joined: May 24, 2012
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Posted: Aug 31, 2012 12:08 PM
Msg. 3593 of 4332
Editable mesh is crap, you just enable Statistics in the viewport.
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Aug 31, 2012 12:43 PM
Msg. 3594 of 4332
Pressing 7 only shows me polys, not tris. Do I have to change settings somewhere in the preferences?
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XlzQwerty1
Joined: Aug 6, 2009
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Posted: Aug 31, 2012 01:40 PM
Msg. 3595 of 4332
Got it to show tris. Thanks anways. :P
(press the + button at the top left of your viewport, go to configure and then make sure triangle count is checked) Edited by XlzQwerty1 on Aug 31, 2012 at 01:40 PM
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Aug 31, 2012 02:09 PM
Msg. 3596 of 4332
Quote: --- Original message by: OHunterOQuote: --- Original message by: Dumb AI Why are they called triangles?Why not polygons? Because only people who don't have a clue what they are talking about give a polygon count. Triangle count is accurate and the true count. It's what engines use to render models, not polygons... I'm talking about the term commonly used in geometry,not 3D modeling.
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OHunterO
Joined: May 24, 2012
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Posted: Sep 2, 2012 12:17 AM
Msg. 3597 of 4332
Quote: --- Original message by: aLTis I think statistics only show poly count and it cant show triangles. Converting to editable mesh shows triangle count but its not always accurate, so its best to trust tool when you compile model there :P No, it shows MANY different counts, otherwise I would not have mentioned it. Talking to a guy with 8 years or so of experience in max. Quote: --- Original message by: Dumb AIQuote: --- Original message by: OHunterOQuote: --- Original message by: Dumb AI Why are they called triangles?Why not polygons? Because only people who don't have a clue what they are talking about give a polygon count. Triangle count is accurate and the true count. It's what engines use to render models, not polygons... I'm talking about the term commonly used in geometry,not 3D modeling. What...
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 2, 2012 12:33 AM
Msg. 3598 of 4332
A triangle IS a polygon.That's what I meant.
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Bobblehob
Joined: Aug 29, 2010
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Posted: Sep 2, 2012 02:28 AM
Msg. 3599 of 4332
Quote: --- Original message by: OHunterO Editable mesh is crap, you just enable Statistics in the viewport. Hunter, instead of being a jerk when ever someone says something that you don't think is true, why don't you give a simple and concise post that defines polygons and triangles in modelling, as well as answering the other questions, and do it in a way that isn't confrontational, or nasty. Then there will be no more confusion and the thread can return to its topic :) Edited by Bobblehob on Sep 2, 2012 at 02:34 AM
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 2, 2012 12:51 PM
Msg. 3600 of 4332
Quote: --- Original message by: Dumb AI A triangle IS a polygon.That's what I meant. it's because a triangle can only have 3 vertices while a polygon can have many vertices while still being a 'polygon'. therefore, triangles are easier to use because they only have 3 stored coordinates for each vertex.
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Dumb AI
Joined: Sep 18, 2011
Dead.
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Posted: Sep 2, 2012 01:03 PM
Msg. 3601 of 4332
Better than what Hunter said.
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OHunterO
Joined: May 24, 2012
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Posted: Sep 2, 2012 04:13 PM
Msg. 3602 of 4332
Quote: --- Original message by: BobblehobQuote: --- Original message by: OHunterO Editable mesh is crap, you just enable Statistics in the viewport. Hunter, instead of being a jerk when ever someone says something that you don't think is true, why don't you give a simple and concise post that defines polygons and triangles in modelling, as well as answering the other questions, and do it in a way that isn't confrontational, or nasty. Then there will be no more confusion and the thread can return to its topic :) Edited by Bobblehob on Sep 2, 2012 at 02:34 AM Excuse me, my comments where not answering the questions? --------------------------------- Quote: --- Original message by: master noob
yup
in max, the easiest way to check the triangle count is to add an edit mesh modifier to the list after editing. Edited by master noob on Aug 30, 2012 at 07:49 PM Quote: --- Original message by: OHunterO Editable mesh is crap, you just enable Statistics in the viewport. --------------------------------- Quote: --- Original message by: OHunterOQuote: --- Original message by: Dumb AI Why are they called triangles?Why not polygons? Because only people who don't have a clue what they are talking about give a polygon count. Triangle count is accurate and the true count. It's what engines use to render models, not polygons... -------------------------------- I answered the questions. Nothing wrong with the way I answered them, stop being a baby...
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Cheddars
Joined: Oct 30, 2010
Rave to the Grave.
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Posted: Sep 2, 2012 05:22 PM
Msg. 3603 of 4332
Converting a model to editable mesh which was modeled in editable poly will screw up your mesh anyway. You'll have to weld a lot of vertex's after.
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grunt_eater
Joined: Jan 26, 2011
Everything except biped rigging.
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Posted: Sep 3, 2012 09:33 AM
Msg. 3604 of 4332
Quote: --- Original message by: aLTisQuote: --- Original message by: Cheddars Converting a model to editable mesh which was modeled in editable poly will screw up your mesh anyway. You'll have to weld a lot of vertex's after. or just press ctrl+z? I saw this last night, and thought about posing the same thing....
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master noob
Joined: Aug 10, 2012
343Industries Advocate
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Posted: Sep 3, 2012 01:56 PM
Msg. 3605 of 4332
Quote: --- Original message by: grunt_eaterQuote: --- Original message by: aLTisQuote: --- Original message by: Cheddars Converting a model to editable mesh which was modeled in editable poly will screw up your mesh anyway. You'll have to weld a lot of vertex's after. or just press ctrl+z? I saw this last night, and thought about posing the same thing.... coincidence? i was about to post the same thing too!
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