3MAJ-VHF
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Congrats!
You made my first “WTF?” of the day!Good luck with that space dragon thingy.
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Any Blender molder want to help?
Re-read initial post regarding the project.
If one wish to participate - full credits r guarantied.
I see for someone who made not one ship, but many, this may be easy thing to do - but maybe Im wrong?
Simply cant force my brain to learn to complex things just to use them only once.THANK YOU !
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Like this? http://www.mediafire.com/?ko77hvoi3nywlzk
Kind quick and dirty :s I’m not a good modeler… -
Again, MUCHOS GRATZIES M1C !
This looks awesome now.STAGE 2
Following the cata123 way I did next:1. Adjusted model in blender (2.60)
- model has 100+K vertices/faces and 200+K triangles
- textures r still square .jpg
- still some parts dont have texture assigned
- parts separated in groups that use same material
- exported to .obj file for next step
2. Loading the .obj in Khed (1.1.3)
- the groups have dif. name (the texture name or smth is in them)
- texture gives suggestions for 256x256 images and reassigning fails
- exporting the un-textured model to .ms3d file
3. Opening the .ms3d file in MilkShape (1.8.0)
- FAILS (crash)
What Im doing wrong? :-?
Here r latest project files:
P.S. What is max suggested number of vertices or triangles for fighter based ship?
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MS3D has a limit of 65k verts and 65k tris, your overloading it.
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I don’t know if GMax will support it but there is a max 2 ms3d plugin that may help…
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Good Work
You can try to use poly reduction from blender, but it may corrupt you model making Holes inside :/, you can even use PolyTrans, to “process n clean” models and then 3dsmax has a “fill holes” script.Send me your model, i can see if i can perform poly reduction without losing too much quality.
(i have polytrans, and daz 3d, but i don’t have bought the steam dragon model, so i can’t export it)EDIT :
so, i have now the model for Daz,
i have exported it to OBJ file (10 Mo)
i have process poly reduction and the .3ds model statistic are :
25170 vertices
20046 Triangles
105 Groups
14 Material (UV Only)Object still Smooth, no visible qualty lose.
Model opens with no error in MS3D.
If you are interesting, just send me your model (your steam dragon Posed, from daz in Obj format) i will apply the poly reduction and send it back to youEdit, i havn’t seen previous post with attached files, downloading and making some poly reduction tests to fit the best quality
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@ Ezekiel - wait, wait lol I cant follow ur speed.
Im rly glad u interested touching this project and helping to make it alive.Without knowing the limits of MS I also put things on that object that needs total removing. Than poly reducing to limits and rest what need to come.
If u r able to accomplish good way and is better than my any possible try, I send u a final files to finish them.
Thanks buddy for interests.
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Here is the latest files (.blend and .obj) of 2 versions.
3MAJ-STRIPPED - Here r all parts and details removed from model to lower the poly counts. With that it has 90K vertices and 175K triangles. This model I would like to convert below the limit without much lose of the basic shape. As I see the starting model u reduced to 25/20 K . Wanna experiment and try to do the same with this?
3MAJ-STRIPPED_REDUCED - Here I also removed more parts and applied blenders decimator modifier on every mash groups to max reduction without drastic loss of basic shape.
With that, final object has 57K vertices and 112K triangles.
My Blender version has no polygon reduction tool so Im looking for rest possibles. With verts Im satisfied, just that tris to erase somehow.P.S. Hours and hours stearing in blender, and now using right click to scroll in windows and browser
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See attachement, i have lose the UV Map, but i think you an easily remade it with your source files.
Model with 1 group, with maya you can break into multiple part and remake your UV map
Tell me if its good (or not), file opens corectly in MS3D (verify if al the components are OK)
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Finally its alive!
This is the first version where the performance is measured with 1024 square textures and as one part ship.Future plans
- Make it multipart
- Baydoor animation on his legs (they will stretch)
With this mod u can make quick test flying it as an Eagle.
Here is a quick video from test!
As always, any suggestions to improve it more if needed are welcome.
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Exporting the ship cmp with this settings fails to load in HardCMP correctly (all I see is 1st group).
Loading in UTF editor with show model screen is in full.
Latest 3MAJ-MULTIPART ship!Am I on the right course?
… and one noob question plus!
Does the docking action activates baydoor animation on player ship like it does for docking lights and is it same for jettison cargo?