Hello,
I am just following the wiki book which links me here to display my first model for some help as you all know http://http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro#Learn_to_Model
First off, I have not actually done any of the texturing as I ran into afew problems which I hoped someone with alittle spare time could offer advice with. I am learning to model for making mods for a game which suggests having tanks at 11-12k faces. That was my orginal goal but after I passed that I figured I would try make this for a high poly normal map. The model is 15.5k faces so thats probably to low for making a normal map, do you think?
Anyway if anyone has the time, here are afew questions I have in general.
1/ >Here< is a picture of my model unsmoothed, would you suggest smoothing a model like this as I make each part or after I have finished?
2/ I am alittle confused with the smoothing, would you suggest using the smooth or set smooth option for this kind of thing?
3/ Anyone have any tips for keeping the poly count down in general for this sort of thing :)?
4/ I never used the bevel feature, would suggest using it in something a tank or building?
Here is my attempts at smoothing it, which as you can tell, didnât go to well
>Side<
>Front<
>Back<
And my last question⌠Is >this< how you would suggest modeling an air vent type thing in relation to trying to keep the polycount down or is there a better way in your opinion?( I subdivided it a zillion times
Thanks very much to anyone that has any suggestions or can help in any way!
Nice model of a tank. Itâs got lots of interesting detail.
My first suggestion is not to model anything that can be represented well with textures.
My next suggestion is that if you do anything âa zillion timesâ it most likely isnât the best way to do it. think of the final shape and see if there is a better way. for instance, your vent has many faces that serve no purpose than to make sure the model is one surface. Instead, use a simpler mesh intersecting yet, not connected to the larger piece.
Hi Radulan,
Thanks for taking the time to comment and so quickly, I can understand all of that and it has helped greatly
I was not sure about if all those verticles had to join onto something, so was hesitant to remove some of the faces in there but will work on that next time.
Thanks again for your help.
Hi again,
Just an update and a small plee for help
See after fixing the above up, I ended up making a low poly and a high poly version for normal mapping. Anyway, I am having a major problem with normals when I export the entire mesh in .OBJ and then import it into a 3d editor called O2 ( the modding tools related to a game).
Anyway, when I import it the normals are all really funny. here is a picture showing what I mean http://img201.imageshack.us/my.php?image=okuh9.jpg
I have tried re-calculating the normals inside and out in both programs but it does not fix it. When I flip the faces (in 02, has no effect when I flip them in blender then export) it seems to work alright, but with so many faces to select, one at a time, I thought I would check here first :). So does anyone please have any suggestions for ways to fix this before I export it from blender?
Thanks very much for reading thus far into my problem, should anyone be able to help, I would really appreciate it.
Ohh and I was tolded that I should use the blender version of Xform (its called that in .3ds). Does Blender happen to have an option like that?