Game Development Community

3d model opinions / questions

by Arne Hawly · in Artist Corner · 02/04/2006 (4:41 am) · 4 replies

Hi

I have just finished my first model for Torque (I am a noob in Blender and Torque). Now I would like
to have some opinions about the modelling, my UVs, the bones and of course the texture

(I tried to follow the modeling instructions from TDN).

I do not need the model for any projects, so feel free to use it, modify it etc. You do not have to mention me anywhere :-).

Here is a screenshot what you will find in the zip-file you can download here.

img155.imageshack.us/img155/5074/swordpage4fw.jpg

Besides the opinions I would be grateful if someone could help me with the following questions:

1. I need a collasion mesh only to pick up the weapon in the game?
2. Do I need a collasion mesh when I mound the weapon to my player?
3. Does anyone know a tutorial to mound a sword (not a shooting weapon) to a player?
4. Does the TorqueShowTool also show shader when you have the Torque Shader Engine?

Thanks!

#1
02/04/2006 (6:48 am)
Nice sword, Arne. I have two suggestions for you. You should apply more detail to the hilt and pack your UV's tighter than what you have. That is expand the model parts so that there is very little empty space in between. If you do that your texture will have better clarity for detail.

As to the collision box yes you need one for players to pick up items. For your other questions checkout TDN and try wordsearches for weapon hierarchy or similiar. If you don't find anything try looking here on GarageGames. You should take a look at the DTS Exporter Documentation. There's a link to that in the artist section.
#2
02/04/2006 (10:55 am)
Hi N R Bharathae,

thanks for the comment. I had a look at TDN and found that it is possible to add an environment map (alpha channel) to my model without the need of the Shader Engine. Do you use the environment map and do you have a tip to make the metal texture more realistic?
#3
02/04/2006 (11:53 am)
Getting the environment maps to work is tricky. I think there are a couple ways to do that but here's what I do;

If your model has a combination of reflective surfaces and non-reflective surfaces break the model up into those two groups respectfully. In other words all the metallic surfaces will go on one texture while all the non-metallic surfaces go on the other. Torque supports multi-texturing so you just need to apply the alpha channel to the metal texture.

Now you can mix reflective polys with non-reflective polys (the orc model is setup this way) but I find using two texutres gives you better results for clarity and organization.

You can use this trick with transparent textures too. If your model has certain polys that need an alpha channel for say a hole in an upper layer of geometry so you can see detail on a lower layer you should put all the transparent polys on a separate texture. If all of a model's polys that have tranparent value get mixed with non-transparent polys the result is your model gets rendered inside out. That is Torque can't read the sorting order of the transparent polys. There may be a way around this but I haven't found it yet.
#4
02/07/2006 (6:57 am)
Hi N R Bharathae,

I spent the last few days reading through the forum. When I am going to buy the Shade Engine anyway do I still have to make an environment map besides the shaders to make the metall looking more realistic? thx