Super Mario Sunshine F.L.U.D.D.

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Super Mario Sunshine F.L.U.D.D.

Postby ryalho on Sun Oct 31, 2010 8:03 pm

Made in Autodesk Inventor. . .
Could I make this into a source model?
What do you guys think?

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Re: Super Mario Sunshine F.L.U.D.D.

Postby darkpivot on Sun Oct 31, 2010 8:16 pm

Hehe, that's awesome. I remember playing that game, good times... :D
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Re: Super Mario Sunshine F.L.U.D.D.

Postby ryalho on Sun Oct 31, 2010 8:19 pm

darkpivot wrote:Hehe, that's awesome. I remember playing that game, good times... :D


Yeah I just recently played the game, was so fun...
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Re: Super Mario Sunshine F.L.U.D.D.

Postby omnicoder on Sun Oct 31, 2010 9:26 pm

The reflections won't look nearly as nice in Source but yeah you could import it as a model.
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Re: Super Mario Sunshine F.L.U.D.D.

Postby stoopdapoop on Mon Nov 01, 2010 1:26 am

Inventor isn't what you should use to make game models as it's for creating solid models moreso than the kind of regular surface models that you use when making art assets for games.

I remember that you can get a .obj exporter for a inventor, but I don't recommend doing that because the exporter will preserve way more detail than you want or need for game art causing your models to be way too expensive.

Proper modeling for games is way different than the kind of solid modeling for design, many of the skills you learned for your design models will not carry over to game models. For game models you want to try to express the most detail you can with the fewest polygons or expensive shaders, opposed to design models where you want to recreate the shape as accurately as possible and the number of points/curves/whatever are (somewhat) irrelevant as long as the end result is accurate.

So If you're really interested in creating models for source I recommend you pick up trial version of either Maya, Max, or Softimage as they're more suited for the task (despite what anybody says, you can't go wrong with any of them).

About the model, it's nice, but the proportions are a little off :D Your version of FLUDD looks like one that a normal person could use, whereas the one in Sunshine had thicker/stubbier handles for Mario.

and omnicoder, why do you say the reflections won't look like that in source? Cubemaps in Source are also HDR images, so it should look the exact same given the same environment map.
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Re: Super Mario Sunshine F.L.U.D.D.

Postby omnicoder on Mon Nov 01, 2010 1:28 am

stoopdapoop wrote:and omnicoder, why do you say the reflections won't look like that in source? Cubemaps in Source are also HDR images, so it should look the exact same given the same environment map.

Because Source cubemaps are low-res and because the buildcubemaps command messes up with dynamic props and refract textures you can't set them to be high-res or you see oddities in the reflection.
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Re: Super Mario Sunshine F.L.U.D.D.

Postby ryalho on Mon Nov 01, 2010 2:16 am

Thanks you guys, stoopdapoop, I agree that the handles are a bit off.

I'll look into Maya and the likes, I've imported models before into 3ds max, but it was a bit complicating. :)
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Re: Super Mario Sunshine F.L.U.D.D.

Postby cheesemoo0 on Mon Nov 01, 2010 5:24 am

3ds Max is easier to use than Inventor IMHO. I hate Inventor with a passion.
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Re: Super Mario Sunshine F.L.U.D.D.

Postby ryalho on Mon Nov 01, 2010 11:01 pm

cheesemoo0 I'm sorry to hear that, I learned inventor in about a month.
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