gamophyte on 18/11/2014 at 15:34
Quote Posted by Renzatic
SketchUp, yeah. That's a great program for mocking up concepts, but not so great for making game models.
I mostly use SU hence my posted tutorial. What I didn't get to show in a tut just yet is the method of building in low poly in SU. You definitely want to "fly" into unseen places in that model and delete useless polys while view port shows "hidden geometry" as selected. Even at that, you have to start off with less sides, you can't reduce sides later.
Nice texturing Caradavin, considering SU btw.
PinkDot on 18/11/2014 at 20:08
Sketchup is the last program I would use for game modelling. It was not desigend for that. Even if you can get something done with it, you'll spend much more time doing it than in any other 3d app. Mesh topology will be most likely very messy and you'll be limited to the geometrical shapes. You'll be better of learning Blender (look for a detailed tutorial by Renzatic on this forums) or some other 3d app.
Low poly modelling is about the correct mesh topology, hence the recommended quad modelling technique. This way you can easily add or remove loops and rings of edges and generally have a nice control over the mesh. Not to mention that UV unwrapping tools are much more advanced in any 3d application.
Quote Posted by " Caradavin"
3778 triangles and 97 faces
Hmm... triangle and face means usually the same.... But anyway - over 3K triangles is way too many. Try to keep it below 1000 (for complex meshes) - it's a rigid limitation and will be unless New Dark 1.23 introduces some changes to it. You probably don't need to be that efficient with modelling as LGS was 15 years ago, but start with general shape and keep adding detail, only when it's needed and where it's needed.
Renzatic on 18/11/2014 at 23:15
Quote Posted by GORT
Hmmm... that sounds like that's the info before it was converted to a 3ds. The faces could be squares.
I think Sketchup uses a lot of ngons, which means that the model would have far, far fewer faces than anything that's been converted to tris while importing it into Dark.
I'll give you a quick example.
(
https://dl.dropboxusercontent.com/u/3018396/Ngon1.png) The top and bottom part of my little cylinder here are ngons. The whole model only consists of 146 faces.
(
https://dl.dropboxusercontent.com/u/3018396/Ngon2.png) This is what it looks like when converted to tris. 584 faces right there.
That can be cleaned up, but it'd take forever and a day to do.
Caradavin on 19/11/2014 at 04:38
My internet is back and I have used the given links to do some tutting with Blender. I am finding it not so bad to use. I am working on a model (I don't know what it is lol) now.
Renzatic on 19/11/2014 at 07:52
Quote Posted by Caradavin
Loook!!! It's my first model. It truly sucks but I'm so excited. I need to get better at uv mapping too.
Not bad!
And not to toot my own horn, but...
...yeah, I'm gonna toot my own horn. I posted a bunch of Blender tuts just a few threads down below (now on page 2) Check those out too, cuz I want to see at least
someone's use them. :P
gamophyte on 19/11/2014 at 14:28
I completely agree that if you set out to learn more in 3d, learning blender will be more beneficial in the long run. You will know what is expected of you in other 3d programs. Learning sketchup can be a crutch. When I use google SU I'm doing it because that's what I learned already. I make sure that I keep polys low on round objects. Bars are 3 sided ect. Round polls are 5-6 sided. This street lamp pictured below was only 1200 polys give or take. Then I have to use plugins to hack uv mapping.
Inline Image:
http://i.imgur.com/p2o65tk.png
Renzatic on 19/11/2014 at 17:29
What plugin are you using for your UVs? My experiences with Blender is that you don't really need one, so I'm wondering what you're having trouble with.
nemyax on 19/11/2014 at 19:13
Renzatic
I think he means Sketchup plugins.