Picture that, we are trying to get a new AFV model ingame longer than Spartacus is actually playing Empires.
What's even weirder (to me) is that I've been playing longer than him (if the forum join dates are to be believed). Of course, I didn't spend that time playing solid...
Well an .obj file is not going to do you any good. The rough shape maybe, but apart from that, you will indeed be a lot faster doing a new model by yourself. And that comment about Megel explains why he didn't add me on Steam for almost over a year now...
I thought all models were just a set of vertices and connections between those vertices. What's unique about an obj file?
Oh boy, here we go: Certain files have certain limitations. The data an obj file can save is as follows: multiple objects origin for each object position of the object in scene space all vertices in an object materials assigned to the object (technically, that is saved in a separate mtl file) Vertex data includes: position in 3D space edge connections to other vertices created faces between edges and vertices normal direction UV texture coordinate assigned material If you want to know, why obj is not suited for passing along WIP stuff, you have to look at what it CAN'T do: bones rigs animations quads (modifiers, if you want to pass it to the same program (Blender to Blender for example)) Quads is the most important here. This means all models saved in obj only have triangles in them. Everything with more edges is thrown away. This makes working with a model saved in obj a pain in the ass. There are algorithms, that allow you to automatically join triangles back together to quads, but those don't work 100% accurate. You still have to go over the whole model and check if you have to fix something/actually fix something. So yeah, starting a new one from scratch would be easier.
Thanks. So it sounds like this isn't just a collection of points and their connections, this is a collection of triangles in 3d space and that inherently limits the model, itself. I don't model, but it intuitively seems like quads would be the preferred modeling tool in a "hard" model like a vehicle chassis. Thanks for the explanation.
Quads are always preferred, because they are easier to work with. Mostly because of certain algorithms like loop cuts, which wander along a strip of quads. If those encounter a triangle or an ngon with more than 4 edges, they don't know where to go.
obj import does bring in quads from this file Has anyone actually tried importing this into blender, it comes in as polys not tris.
No, not yet. If it's actually usable, you can try doing something with it, but with how it looks right now there is still a lot of work to do, which would be easier if done from scratch.