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City-State Project


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#176
rjshae

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Yes, I grouped the sail placeables with their respective ships and applied some tinting.



#177
rjshae

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Awesome work! Any chance you could port a viking longboat ?

 

Here's your longship:

 

longship_zps8702c2dd.jpg


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#178
Eguintir Eligard

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What do you mean by decimate a model? Deleting edge loops? I can give a try of the Viking boat if you think using 3ds would do it better than blender

#179
rjshae

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What do you mean by decimate a model? Deleting edge loops? I can give a try of the Viking boat if you think using 3ds would do it better than blender

 

It's a Blender modifier that attempts to trim faces through some sort of algorithm. In many cases, for models with several thousand faces, I can reduce the count by a half without significantly impacting the look. But I can only stretch it so far without significant flaws appearing. I have no idea whether 3ds would be better at it, but I'd imagine so.

 

The above model came from a NWN tileset and it has a reasonable poly count, so I think I'm okay. The dragon head doesn't look too great, but the overall model has a pretty nice texture--better than most NWN textures in fact.



#180
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The dragon head doesn't look too great, but the overall model has a pretty nice texture--better than most NWN textures in fact.

Right, I was about to suggest to remove it, and try with a L02 version of a dragon (or other creature) head.



#181
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It's a Blender modifier that attempts to trim faces through some sort of algorithm. In many cases, for models with several thousand faces, I can reduce the count by a half without significantly impacting the look. But I can only stretch it so far without significant flaws appearing.

MultiRes (or, in a lesser way, Optimize) modifiers do the same, but there's also a limit below which the result is not right. Actually, it depends on the original mesh (in some cases, only 20% reduction could be achieved, in others more than 80%).

PolygonCruncher (commercial add-on for 3ds) is said to work better, but I cannot say anything about it.

 

To summarize: it's worth trying, but no guarantee.



#182
Tchos

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3D modeling preserves the original meaning of "decimate", which, as the roots imply, means to reduce something by 10%, as in the historical practice of executing 1 out of every 10 soldiers for some serious failure of the army as a whole.  Modern informal usage has changed it to mean "to destroy utterly".



#183
Vis

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That was fast. Nice work!



#184
Eguintir Eligard

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In that case I can definitely help in the future. I can manually reduce geometry. It's much more work than a modifier and I can keep full control over what gets deleted so I can decide if it's impacting the shape. Look me up if needed on a good model.
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#185
rjshae

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Right, I was about to suggest to remove it, and try with a L02 version of a dragon (or other creature) head.

 

Thanks. Yes, I contemplating about grabbing the dragons head from the Drakkar model on ShareCG.



#186
rjshae

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The hak file is getting pretty chunky at 180 Mb now, so I think I'm going to post this in three separate volumes. I'll post the first when I reach around 160-170 models. Still have a ways to go though.

 

Turns out I'm already at 186 models, so now I'm going back and doing some cleanup work, adding LOD to more models, and so forth.

 

The dragon's head from the Drakkar model has been attached to the model--it looks, mmm... sort of decent, from a distance anyway. I'm also working on adding a few more mounted creature trophies using various animal models.

 

Maybe I'll push the total to 200 before I post the first volume.



#187
kamal_

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Do we have fish traps, fish nets (for on water, not on legs...)? I'm thinking for fish farming.



#188
Eguintir Eligard

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Are you sure you don't want me to take a hack at the viking boat manually? I could reduce none of the geometery on the dragon head while reducing drastically the boat body for example, and so on. Might save you a lot of alterations.



#189
Eguintir Eligard

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Oh and while we are it, do you think you can send me that blue roofed mansion thing that you said had so many polys it wouldn't load. I bet I can't get it down quite a bit.



#190
rjshae

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Do we have fish traps, fish nets (for on water, not on legs...)? I'm thinking for fish farming.

 

Yes I've been thinking about it, particularly since I started playing D:OS. It needs a decent quality gillnet mesh texture that's seamless but not too repetitive. (There's a few decent ones here, and I like the lower left of this one.) Then I need to set it alpha transparent by trimming the background.

 

There's also this image that could make a decent model.

 

Are you sure you don't want me to take a hack at the viking boat manually? I could reduce none of the geometery on the dragon head while reducing drastically the boat body for example, and so on. Might save you a lot of alterations.

 

Thanks, but I think it worked out reasonably well; much better than it was before, at least.

 

If you're interested though, it would be kind of cool if you were able to do something with this model. It has 43,420 faces and doesn't decimate very nicely. MeshLab was no better either.

 

Oh and while we are it, do you think you can send me that blue roofed mansion thing that you said had so many polys it wouldn't load. I bet I can't get it down quite a bit.

 

You can download it directly from here, if you sign up. It's 80 Mb and so I don't want to use up that much of my monthly quota on the site. (That disabled my downloads last month.) The model has a lot of repetition, which may help.



#191
Eguintir Eligard

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Alright I'm in for both. I'll in box you tonight regarding this goat . I promise great results. Obviously it's not as fast as a modifier but it's usually about one hour process at most.
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#192
rjshae

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Thanks. I need to experiment with Vertex Groups in Blender to see if I can get better results with decimation.



#193
Eguintir Eligard

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I dont mind doing this. Its easy work for a much better result on hq models


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#194
rjshae

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I've got some projects (and playing D:OS) chewing up my time at the moment, so I just have a few odds and ends to present this week. From left to right in the image below:

  • Upper -- Placeable door frame, tiger and shark stuffed heads
  • Middle -- open crate, dugout canoe, rough wood cot, and a tintable rustic bed
  • Lower -- hollow log, tool set, goat's head, and another table

 

NWN2_SS_092114_211834_zpsd93890c7.jpg


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#195
PJ156

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Really nice models the cot is a nice touch.

 

Are the four tools one model?

 

Peter



#196
rjshae

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Are the four tools one model?

 

Yes. They're just intended to supplement the existing work benches, for example, but they could potentially be split out and turned into attached visual effects for a crafts-person. (In a manner similar to these.) There's some additional tools here that I could add if more are needed. :)

 

Bob



#197
Dann-J

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Really nice models the cot is a nice touch.

 

 

Now all we need is a baby to put in it.

 

The various races of Abeir-Toril must be facing extinction. No-one is pregnant (except perhaps Sydney Natale), there are no babies, and the only young children are humans (and all the girls look the same).



#198
Tchos

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Well, if you really want one, there's a baby in the Witcher objects.  It has animation with it, but that won't translate to NWN2 using Gmax, so it would look like a doll.



#199
rjshae

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Maybe we need a bun-in-the-oven (bito) belt? ^_^



#200
PJ156

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Ah yes babies ... I was thinking it would make an acceptable pig trough if sunk into the ground.

 

PJ