3DS Max and NURBS?

Discussion in 'Mod Discussions' started by maxpowerz, November 21, 2013.

  1. cwarner7264

    cwarner7264 Moderator Alumni

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    You should have a chat to Mike some time :p

    Also, do you play MWLL at all?
  2. maxpowerz

    maxpowerz Post Master General

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    Not yet , nor the new online one by pirahna.
    I stopped playing after Mech 4 mercs..
    I have FASA books and heaps of battletech stuff , I love robots :)
  3. LavaSnake

    LavaSnake Post Master General

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  4. bgolus

    bgolus Uber Alumni

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    So, one thing to note, think about the distances you'll be seeing these units from. Lots of the smaller details can be done in the texture and it'll be impossible to notice the difference.

    Also, you should teach yourself about smoothing groups...
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  5. maxpowerz

    maxpowerz Post Master General

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    I'm starting from scratch as simplifying a complex object by envisioning it from a distance or distant perspective is a fail for me, i suck at making good looking textures to fill in the details.
    I can make some real awesome art n stuff but making something like a texture for a grill/vent in a unit just looks crap when i do it,, i'll practice heaps more but it usually looks like a MS Paint job effort more than anything :(

    Here's My first attempt at making a proper PA unit ....
    Its an orbital unit of some sort, haven't found a use to it's shape and look yet but i was thinking a secondary Orbital
    Fighter or an Advanced Orbital Fighter or Fabber.

    I haven't started on texturing yet but here's my model so far...

    602 Poly's :) im getting there ... slowly lol
    Orbital Fighter.jpg

    Fighter 1.jpg

    Fighter 2.jpg

    Fighter 3.jpg
    Last edited: November 26, 2013
  6. cwarner7264

    cwarner7264 Moderator Alumni

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    Talk to Nanolathe about texturing. He might be able / willing to lend a hand. Might :p
  7. bgolus

    bgolus Uber Alumni

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    Most of the time games these days make extremely high resolution models as the base for the low poly models we use in game. Much of the detail comes from the textures, usually with techniques like normal maps, but also from ambient occlusion maps baked from the high res or from generated "grime maps" and "edge maps" that highlight the edges of geometry usually for adding scratches, dirt and other signs of wear. We don't use normals on our unit shaders, but ambient occlusion and edge highlights can get you a lot of the fine detail features from a high poly model without needing the high poly.
    maxpowerz likes this.
  8. mushroomars

    mushroomars Well-Known Member

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    Only if you catch him when he isn't having tea, and he likes the way your ears look, and you agree with his outlook on the PeeWee economy, and he isn't on his period.
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  9. maxpowerz

    maxpowerz Post Master General

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    :)
    Finally got my Model to a point where it's low enough in poly count to work in PA well.
    Well under 600 polys now :) 237 verts, 374 tris, 362 faces.. YAY.. AWESOME :)

    blend1.jpg

    blend2.jpg
    Last edited: November 28, 2013
  10. maxpowerz

    maxpowerz Post Master General

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    Not sure on theme for painting this thing,, so i made it simple.
    Here's the first pass after UV wrapping.
    Texture p1.jpg
  11. maxpowerz

    maxpowerz Post Master General

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    :(
    I seriously don't have texturing skill's :oops:
    But i have sort of worked out where to put stuff and what i'm doing :)

    HMmmm.jpg
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  12. maxpowerz

    maxpowerz Post Master General

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    Forgot to add my concept art for the Above ship
    OF Concept.jpg
  13. cwarner7264

    cwarner7264 Moderator Alumni

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    It reminds me of the evil robot things from Descent :p
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  14. mushroomars

    mushroomars Well-Known Member

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    I'm not judging Max, but I'm curious as to why the polycount on your fighterplanething is so high. It looks quite a bit lower than 600. Are 3dsmax Nurbs Surfaces just super-high-poly or something? Edit: Oh, it's 300 tris.

    Mind you, the polycount of the Dox is in the higher 800s. 600 is a bit low for what looks like and advanced unit.
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  15. maxpowerz

    maxpowerz Post Master General

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    I made the concept art first, then i made the first model above out of quads (the grey textureless pix), i put it in blender and converted from quad to tris, and that doubled that poly count, so i removed all the double ups and extra unneeded polys and got the final pic with only just over 300 tris :)

    I think the reason the poly count is high is because I'm self taught and i just make things with no regard to end poly count.. that's a bad practice for making game models, i mainly make models for art/animation. (Non real-time rendered models.).
    I'm used to using sub-divided mesh's for putting in details not textures, so stuff i make tends to come out inadvertently very highly detailed...
    Last edited: November 29, 2013
  16. maxpowerz

    maxpowerz Post Master General

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    example of my putting too much detail in even on low poly models...
    In the fighter pix you see i countersunk where the grill/vent is on the arm,
    10 extra polys there x4 because there are 4 sunken spots one each side top and bottom of the arm.
    I could have left top and bottom sides of arm flat and just used a texture for the effect i was trying to achieve of the sunken looking vents, same with the bumps on the inside of the arms (Green Bits) they could have just been textured in too saving 14 polys each bump , 14 x 4 = 56 polys .. so 56 + 40 = 96 polys i can still remove from the ship and still have it look the same if it's textured right.


    *sighs*

    Ok starting fresh again .. lol
    I'll see if i can make something better ....
    Last edited: November 29, 2013
  17. maxpowerz

    maxpowerz Post Master General

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    I would also like to state 3Ds Max and Blender really don't work well together...!!!
    It's ok making things in Max and exporting to blender, usually no issues.
    But blender exports broken models, i worked on a mech for 6 hours in blender and then exported it for max and it was a mess, nothing lined up and stuff was generally wrong or in wrong place..
    the model loads fine in blender but wont load in Max,,
    Good thing i didn't overwrite the original .fbx . lol
  18. maxpowerz

    maxpowerz Post Master General

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    @MushrooMars
    Ok what do you think of this style ship ??
    80 vertice's, 60 faces, 120 tris in total :) i call it "The Wedge"

    ... edited
    I just realized it was upside down so i removed the pic and re-posted below..
    Last edited: November 29, 2013
  19. maxpowerz

    maxpowerz Post Master General

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    "The Wedge"
    First pass model , needs more shape but not too much i'm aiming for simple and low poly count so i can spawn billions of them .. lol

    The wedge.jpg

    The wedge 2.jpg

    And from underneath (the original pic i posted before i flipped the camera ,, i was editing underneath the model when i took the screen shot)

    Fighter Alt.jpg
    Last edited: November 29, 2013
  20. maxpowerz

    maxpowerz Post Master General

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    Improved revision of my fighter :) Added 42 extra tris to get shape to the back of the unit .. total 162 tris :)
    I made it more PA style and More aggressive looking i think :)

    Inspired by TheWrongCat's comment about Descent :) "The Nasty Wedge" Descent style robot.....
    Just gotta do some nice simple texturing now :)

    Improved Fighter.png

    Improved Fighter Rightside.jpg

    Improved Fighter Rear left.png

    Improved Fighter Back.jpg
    Last edited: November 29, 2013

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