Massively-Multi-Modeler-Blimp-Builing-Game: MMMBB round 1

Discussion in 'Art' started by w00kie, Apr 8, 2011.

  1. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    does .3ds format loose the modifier stack?
     
  2. dizzyone

    dizzyone I've been drinking, heavily

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    Don't know, but I use Maya.
     
  3. RappemongO

    RappemongO Member

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    Sure does. At least with default Blender .3DS I/O.
     
  4. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    lol seeing that screenshot i dont think this is gonna work

    not only the missing modifier stack
    it stretched the smoothed sphere and rotated the fans (no clue why)

    and it doesnt even import smoothing groups
     
  5. RappemongO

    RappemongO Member

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    I don't really remember how 3DS does things tbh, but Blender is rather particular about global and local locations and rotations etc. I suspect that's whats going on. As for smoothing groups, I think it does it in another way, and the I/O script doesn't seem to recognize it.
     
  6. dizzyone

    dizzyone I've been drinking, heavily

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    I didn't have this problem, its probably just blender as Rappemong0 says. However, Maya doesn't have a modifier stack though, it's node based. And this is all the info in the scene: http://i.imgur.com/oYJ2D.png
     
  7. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    god am i glad using 3ds max :P
     
  8. Smithy

    Smithy Developer Staff Member Administrator

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    For the love of god who turbosmoothed that sphere like that. >_<
     
  9. dizzyone

    dizzyone I've been drinking, heavily

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    eh? I'm not sure what you're trying to say.
     
  10. MOOtant

    MOOtant Member

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    He says he can't understand what that graph represents and prefers stuff he already knows.

    Anyway what the fuck are you people doing posting squeezed spheres in here?
     
  11. blizzerd

    blizzerd Member

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    its the new heavy model lololololo
     
  12. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    its just an awesome example how blender and .3ds dont use smoothing groups xP
    its just one turbosmooth iteration and it looked ok in 3ds max
    at that time i still thought .3ds keeps the modifier stack
     
  13. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I really would like to know how maya works cause of the less glitchy materials and the easy corner smoothing but im far to lazy to learn another modeling programm.

    EDIT: Why the fuck did you guys teselate the model? Its far easier to model with quads than with tris. D:


    Save it in *.obj it keeps smoothing groups.
     
    Last edited: Apr 9, 2011
  14. dizzyone

    dizzyone I've been drinking, heavily

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    Yeh, can we start over from the beginning and do OBJ's? It's friendlier to other programs :P
    And no turbo smooth or smooth proxies or whatever, just make the low poly topology be able to smooth properly.
     
  15. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    first: it was in quads, not tris (the damn export or import fucks it up that way)

    second: i wanted to keep the modifier stack (as i now said the third time)
    i didnt know that neither blender nor maya had such a feature
     
  16. TheLiberalElitist

    TheLiberalElitist Member

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    Don't you have more productive things to do like finishing up the tank, and lets not forget the Northern Faction Aircraft Factory.
     
  17. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Theirs a box on the exporter that asks you if you want to export tris or quads for most formats.
     
  18. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    dont look at me
    it was all fine when i exported in .3ds
    all my imports from .3ds are fine too
    only tris i get is from importing from .smd

    no i dont have better things to do cause this is a little fun thing that took me 5 minutes while a session on a real model takes multiple hours usually

    just to mention: i dont post every poly i place on a model with a pic, so dont think im not working on it at all
     
  19. dizzyone

    dizzyone I've been drinking, heavily

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  20. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    thats how it comes in:
    [​IMG]

    -flipped normals on the body
    -body got no caps
    -all edges from cap to cap are tripled

    //1 and why is there a 700+ tris sphere at the point of origin? o_O

    //2 this is a real pain to work with; everytime i reduce edges on these objects, the normals break somehow

    (and its way too small for a blimp, but thats not a prob)
     

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