Gemeindehaus1.zip (107.3 KB, 409 views)
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5
12-11-2011
, 01:20 PM
Super Moderator
Join Date: Dec 2006
Location: South FL
Sorry it took me this long, I looked at the scene and I noticed there was some geometry issues. There are a a lot of loose vertices and some weirdness in the foundation which will make your life harder than it needs to be. I have a short vid I'll upload later. In the mean time check out the screenshots for those verts I was talking about.
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6
12-11-2011
, 11:25 PM
Lifetime Member
Join Date: Feb 2010
Location: Australia
Thanks Gen, I havent had tiime to look. I see they were all default lambert too....UVing this model shouldnt be difficult or texturing, I dont have the time however as Im in a remote locale flat out working...so all the help from you Gen...if I can I will add as well.
cheers bullet
bullet1968
"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
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7
14-11-2011
, 10:25 PM
Subscriber
Join Date: Oct 2011
Location: Zurich, Switzerland
Genny,
Many thanks for your reply! I was not aware that my model was so "shitty" :-( I haven't realized it but I will go over the model with your images and try to understand why this happened trying to correct all the issues you have complained about.
Is there a tool or trick that you can maybe reveal how to see these issues at the end of the modeling process?
Genny, I know, what I asked for in my first mail takes a lot of time! It would be much appreciated if you can provide a tut video, but if this takes to much time, I would understand if you would say: hey guy stop, I have no time for that! No problem for me.
BTW Genny, the texture could be also a projection of a picture taken from a house like in many textures databases. I agree, a real texture looks much better...
Bullet: that's true that all material I used are lamberts. If you remember my first mail, I wrote that the game engine accept only textures made with lambert or phong.
Many thanks to you both for the answer.
Rg, Lecra
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8
14-11-2011
, 10:33 PM
Lifetime Member
Join Date: Feb 2010
Location: Australia
your model is ok mate it aint shitty...just needs a clean man...all models do eventually. What I meant was that you have only 'one' lambert assigned to all sections of the model. You should have a lambert assigned for each texture...you didnt appear to have that...unless I have missed something mate? If I get time today I will try and do a quick vid on what I mean, unless you understand what I mean?
cheers bullet
bullet1968
"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
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9
18-11-2011
, 01:40 AM
Super Moderator
Join Date: Dec 2006
Location: South FL
I wouldn't say the models are "shitty", those issues will occur less and less once you get settled in, so yeah you're going to get bitten in the arse a few times until you start keeping an eye out for certain things.
Oh yeah, Lecra check your pms.
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10
18-11-2011
, 08:09 AM
Subscriber
Join Date: Oct 2011
Location: Zurich, Switzerland
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11
18-11-2011
, 02:11 PM
Super Moderator
Join Date: Dec 2006
Location: South FL
Glad I could help.
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12
19-11-2011
, 09:03 PM
Registered User
Join Date: Nov 2011
I avoid things like this by orienting my first object to the world, and then every other object is oriented to the first object locally. This helps me avoid gaps between geometry pretty well.
Also, the Point to Point snap function is a lifesaver.
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13
20-11-2011
, 01:01 AM
Lifetime Member
Join Date: Feb 2010
Location: Australia
Cnotey, that is good advice...however with my too long experience in Surveying...nothing is normal anymore LOL. With buildings now EVERYTHING is not related to anything else LOL...almost thrown at the dartboard placement if you get what I mean. Without my computer and GPS.....to map the stuff these days would take me days instead of hours.
Onya Gen you little pearl you
cheers bullet
bullet1968
"A Darkness at Sethanon", a book I aspire to model some of the charcters and scenes
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