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N00b-modeler needs help
Posted: Fri May 26, 2006 8:13 am
by Linus
Hay all!
I've started modeling in
SOFTIMAGE|XSI Mod Tool 4.2 and I need
some help.

(
Penguin helped me out some on MSN but I need more!
)
Here's some pics:


First of all, is it good (I mean the model, I know the texture sucks)? Is it something I should add or delete?
And, of course... Could someone with the
Foundation fix into the game when it's finnished?

RE: N00b-modeler needs help
Posted: Fri May 26, 2006 9:12 am
by Teancum
Okay Linus, the Leviathan jokes are getting old. It's not cool when you do it every post.
RE: N00b-modeler needs help
Posted: Fri May 26, 2006 9:24 am
by Linus
'Ey, I think it's
cool! And it's not jokes!

:evil: I do as I want, sir. But I could cut it down..
I didn't think the
Admin would be off-topic.

I thought you would be On-Topic.

Posted: Fri May 26, 2006 9:52 am
by pinioncorp
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Off-Topic: Admins keep the forums clean, organised and appropriate. Doing a fine job I might add, mind you,
Teancum, you've let a few Request threads slip through the gaps (namely these
two threads).
On-topic: Thats a strange looking weapon. Almost organic. What sort of projectiles are you thinking of using for it?
Just make sure you remove the polygons (faces) that are not showing, as well as the polygons which aren't necessary. Delete polygons by pressing 'u' and clicking on each polygon. Hide geometry that gets in the way (H to hide selected object / component).
Remove the
red polygons so they all look like the
cyan one. Fortunately, that is just as easy as deleting polygons. Select press 'i' on your keyboard and click the edge between the sections. When it goes red, press delete.
Deleting unnessesary polygons and edges also makes it easier to skin the object, as there is less vertexes to worry about.
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Posted: Fri May 26, 2006 9:58 am
by Teancum
Yeah, I've noticed the two XSI threads. XSI requests are little different. Maybe I'll make an Official XSI request thread.
Posted: Fri May 26, 2006 10:17 am
by pinioncorp
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Yeah, okay. It wasn't really clarified too well in the rules. But I wouldn't let this cat out of the bag, or this forum will suddenly become swamped with:
Generic Gymboids wrote:"Can someone make a tri-droid for xx map"
"I need a Punworcca-116 interstellar sloop for my secret uber-mod"
"Someone make me a AT-OT cos I wont 1 for my map"
"hi can som1 mak Rhad Tarn hes my favorit jedi hes so kewl he has special lightsaber move yeah i wont that too"
etc... (you can tell I had to snoop around Wookieepedia for those, can't you?)
An XSI requests thread would be a good idea to keep all of the modelling ideas in one place.
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Posted: Fri May 26, 2006 10:17 am
by Linus
So... It looks like
this now... Have I done right?
Posted: Fri May 26, 2006 10:30 am
by theguarder
You shouldn have deleeted THAT many polygons:p only the unnessecarry XD
Posted: Fri May 26, 2006 10:32 am
by Linus
Meh... I'm a n00b, remember? :p But it's still kind of good?

Posted: Fri May 26, 2006 10:40 am
by pinioncorp
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Um, no... You have put it into bounding box mode. Select wireframe mode, from the top right of the active window.
Press 'u' on the keyboard to select polygons, or press 'i' to select edges. Click on the polygons / edges (depeding on which mode you are in) you don't need to select them. Then press 'delete' on your keyboard.
Removing polygons that aren't required improves the performance of the game. If you have 50 players on the map all brandishing this gun, and it has 20 polygons which aren't seen, that is 1,000 polygons which are being processed (well, sort of, but I won't go into the
z-buffer) for no apparent reason. And although that isn't a great deal, if every model was like that you would seriously cripple performance.
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Edit:
TheGuarder, seeing he's stil got a proper render, its safe to assume he wouldn't delete that many polys. I never thought I would be teaching someone else XSI... I still consider myself a n00b.
Posted: Fri May 26, 2006 10:59 am
by Linus
Okay,
Troops'..
Is it good now? :p

Posted: Fri May 26, 2006 11:07 am
by pinioncorp
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Thats a nurbs object, isn't it?

I can't help you with that, it needs to be converted to polygons before you export , and I can't comprehend how many polygons will be created from that little trick...
You got the cylinder bit right; I can't tell from the wireframe the other surfaces. Can you show me a render from that? We have to deal with the nurbs.
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Posted: Fri May 26, 2006 11:24 am
by Linus
When you say ''
Render'' do you mean ''
Render View''?

(Yeh, meesa is n00bish)

Posted: Sat May 27, 2006 7:21 pm
by Kyross
Most interesting weapon.
I got XSI again the other day, have made some vehicles and a building...I think Ihave more fun making the things than do seeing them in-game. I could export it for you if you're using mod tools, but if remember right mod tools saves in a .exp format that isn't entirely cmpatible with other versions.
Posted: Sun May 28, 2006 3:42 am
by Linus
Kyross',
Hmm... Do you have
MSN? I could add you and hand over the model. And yeah, it is
.exp-format... But could it work?

Posted: Sun May 28, 2006 4:40 am
by pinioncorp
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File > Export > dotXSI...
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Posted: Sun May 28, 2006 8:39 am
by Linus
Pinioncorp'
How should I do now?

Posted: Sun May 28, 2006 9:56 am
by Kyross
Underneath a persons post is a bar with stuff like profile, private message...It also has contact information. Click the MSNM button and it will tell you to add me at
[email protected].
Posted: Sun May 28, 2006 11:02 am
by pinioncorp
Posted: Sun May 28, 2006 11:15 am
by Linus
Okay, now I have the
.xsi-file. So now,
Kyross, get online at MSN.
