Model pimpage Thread

Modelling, Textures, Animating and other general engine asset topics.

Re: Model pimpage Thread

Postby Gary on Wed May 23, 2012 3:59 am

Seems pretty automatic to me, I did nothing for these props:
(World and 3dsky drawing disabled for pictures)

cl_skipfastpath 1
cl_skipslowpath 1

(No model rendering)
Image

cl_skipfastpath 1
cl_skipslowpath 0

(slow path rendering)
Image

cl_skipfastpath 0
cl_skipslowpath 1

(fast path rendering)
Image

It even seems most models go through the fast path.
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Re: Model pimpage Thread

Postby Stormy on Wed May 23, 2012 9:25 am

You guys blow my mind. Thank you for the info Stoopdapoop, I did not know any of this. The next time you launch into a long winded speech about performance, link me.
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Re: Model pimpage Thread

Postby no00dylan on Wed May 23, 2012 9:57 am

I'm proud of myself for learning how to use ambient occlusion more betterer.
Image
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Re: Model pimpage Thread

Postby Epifire on Wed May 23, 2012 10:05 pm

Hey you and me both man, here is a pillar to go as my own addition to the metal fence I posted on...

Image
Image
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Re: Model pimpage Thread

Postby Gambini on Wed May 23, 2012 11:50 pm

@stopdapoop: How affects then fadeout distances for models regarding, again, performance?

And.. How is it that I converted a choppy map (average 15fps) into a well optimized map (30-40 fps) by merely adding a big occluder brush where a large building was and by adding lods to my models? And I´m talking of a lot of repeated models like bushes and fences.

And why then Valve uses up to 8 lod models with small polycount jumps (about -100 per lod in a 8000polys model). Aren´t they aware of all that?

No rethorical questions. I just want to learn too.
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Re: Model pimpage Thread

Postby TheDanishMaster on Thu May 24, 2012 11:21 pm

5 minute model
Image

Don't know what they're called so I couldn't really find a reference and had to do from what I had in my mind
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Re: Model pimpage Thread

Postby Jangalomph on Fri May 25, 2012 2:02 am

is it like an exacto knife?
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Re: Model pimpage Thread

Postby no00dylan on Fri May 25, 2012 3:04 am

I made a window.
Image
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Re: Model pimpage Thread

Postby source-maps on Fri May 25, 2012 11:12 am

feels more like one of those pillars on the side of the road
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Re: Model pimpage Thread

Postby Sathor on Fri May 25, 2012 11:13 am

TheDanishMaster wrote:Image


Looks more like those reflective warning posts which in Germany are at the side of streets.

Edit: source maps was faster on that.

For pictures:

http://de.wikipedia.org/wiki/Leitpfosten
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Re: Model pimpage Thread

Postby TheDanishMaster on Fri May 25, 2012 2:24 pm

Image

I decided to go with the German/Swedish look because apparently the Danish one looks like a... boxcutter :?
Anyways, I couldn't find a good texture for the refleks/reflex thingy either :/
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Re: Model pimpage Thread

Postby joe_rogers_11155 on Fri May 25, 2012 2:55 pm

fyi: "reflect"

dude i think it looks really good. it looks like PVC pipe
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Re: Model pimpage Thread

Postby PhoeniX1992 on Fri May 25, 2012 3:46 pm

TheDanishMaster wrote:Image

I decided to go with the German/Swedish look because apparently the Danish one looks like a... boxcutter :?
Anyways, I couldn't find a good texture for the refleks/reflex thingy either :/


Maybe you could make the reflector look better by giving it some sort of repeating texture for the contrast. And maybe make the rest self-illuminating. I think you could trick the player that way. It should not give off light, but whenever the player is watching it, it will seem to reflect light. Or even better: place a 'locked' sprite in front of it, so it's flat from the side and back, but in front of the reflector, it gives a flare.

Image
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Re: Model pimpage Thread

Postby TheDanishMaster on Fri May 25, 2012 8:35 pm

Image

In game testing. Don't worry about the scaling
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Re: Model pimpage Thread

Postby no00dylan on Sat May 26, 2012 12:23 am

Hello everyone, I've got a lot of questions to ask. I would ask these questions in the "those simple questions" thread, but I think my questions are more likely to be answered here.

1. How do you go about baking high poly ambient occlusion/normals into low poly models? What process do you go about making high and low poly models? Do you start with a low poly, save it, and add detail to a copy?

2. How could I take a model made in 3ds max and turn it into a 2d texture?

I ask these things because I've recently fallen back in love with 3d modelling, just to see how nice ambient occlusion makes things, I can see now why people I've worked with before have really pushed me to learn about it.
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