10-21-2007, 09:45 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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Hello - (TC6)
hello, this is my first post but i've been lurking for a bit.
i recently got my TC6 into an accident (no-one was hurt accept her). and have been going through tc6 withdrawal. so i've been playing around in truespace5 with a model i started a long time ago. and i was thinking it could be cool to bring it into blender with dxf import, then maybe into vdrift.
she's still pretty rough around the edges, but mostly shaping up.
it looks like it will be around 10-14k polys cause i'm doing separate body panels, some interior, and it's just a very curvy car.
is this just way too much to be feasible in vdrift? i've read forza1 has about 15k polys per car. and that forza2 and the next gran turismo are 10x that much. the only thing i've read about vdrift suggests that 3k is what i should shoot for. 3k is something i can't really hit with this model, i think.
also i'd really like to try to add some primitives for rigging special surfaces (lights, body panels that fall off withdamage, door/hatch/hood hinges, etc.). is there any vdrift model support for this kind of thing yet, if not is it planned soon?
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10-21-2007, 10:22 PM,
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Kricor
Junior Member
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Posts: 34
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Joined: Oct 2007
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10-22-2007, 12:17 AM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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i don't know blender very well at all. i built it in trueSpace (caligari.com) which i've been using on and off since 97 or so.
i'm also using an old version (5.2, and their at 7.5 or something now) and truespace is known for every tool being a little buggy. as far as i can tell blender is a much better piece of software to learn because it runs on every os, and it's free. i need to spend more time with it. and now i don't feel bad, cause with all the import options on blender i can use it in tandem with truespace.
ps. i heard a few days ago that there is an old version of truespace available for free now on their website.
http://forms.caligari.com/forms/ts3all_free.html
not sure if the 3.2 version had the slick polygon drawing tool though.
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10-22-2007, 10:53 AM,
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xTs
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Posts: 150
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Joined: Oct 2006
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For car damage we need either a fixed crash model or a dynamic one which could be pretty hard to realize (because we dont know much about the structure of the cars and how they'd react on an impact)
But would be fun to destroy some cars
(dont let the big companys catch this... they dont like seeing their cars beeing destroyed...)
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10-22-2007, 11:04 AM,
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TF
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Posts: 52
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Joined: Oct 2007
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The model looks great! The lighting not so much. When modeling a really curvy object I always smooth the normals across all the faces and then on edges where I need a sharp edge I double that edge so that there is a thin line of polygons right next to it.
That said, it's a work in progress so I'm sure you realized that needs to be updated.
I'm having issues with the polygon count in my models too, 100 000 or so would be a nice limit to work with =)
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10-22-2007, 02:20 PM,
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zimluura
Senior Member
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Posts: 286
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Joined: Oct 2007
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truespace 5.2 exports to 3ds, asc, dxf, and x
so no .obj but getting it in through dxf works (iirc blenders truespace import doesn't seem to work with this version of the ts file format)
for dealing with the car companies i like the idea of just having a few official vdrift cars that are fully destructable. and eventually fully rig-able with opening windows, doors, antena, hoods. visual engine swaps, body, exhaust, all of that. that way the car data format will evolve to be very powerful.
then car packs can be distributed by 2 separate servers (neither officially part of vdrift); one server for car files (with the real names) and one for the car models (perhaps in a common blender format). so a company getting litigious can't harm the project overall. and can really only complain about the .car files which, since they are text, will be pretty hard to suppress because 100 cars could still be under 1mb. and people could also just write their own if they really wanted to. this way you could also have real manufacturer names and whatnot.
for getting the body to look better on curvy cars (and curvy women for that matter) i temporarily paint some tiger strips so in the 3d view i get a better view of contours. i'd always thought about the thin edge of polygons thing, but had been unsure if a texture map or something would do a better job of fixing it. i've never built a facemap in my life, saw it done in lightwave once, and it looked scary.
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10-23-2007, 10:03 AM,
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joevenzon
Administrator
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Posts: 2,679
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Blender's Autosmooth option (where you set an angle) is just for rendering and doesn't actually change the model normals. The edgesplit modifier can be set to a mode where it auto-smooths based on the angle, however, and that *does* change the model normals... although it's better to define your sharp edges manually. Basically, what you see in the 3D view mode in blender is what the normals are set to.
VDrift uses per-vertex normals from the model file (and the model file gets its normals per-vertex from blender). The per-vertex normals can be any direction (whatever blender sets them to). So, VDrift supports whatever mix of smoothness or solidness or sharp edges you define in blender.
Some more links:
Edgesplit (see section 3.5):
http://feeblemind.tuxfamily.org/dotclear...g-problems
TF's method:
http://blenderartists.org/forum/showthread.php?t=61087
Anyway, your model looks great -- we just gotta get it smooth in all of the right places. :-)
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10-23-2007, 04:25 PM,
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kidrock
Member
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Posts: 230
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Joined: Apr 2007
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Not bad so far! much better then what i can do in well... anything! Keep at it.
Thinks about putting blender BACK on his list....... oooh Halo looks fun to play! (forgets about blender)
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10-23-2007, 05:56 PM,
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Kricor
Junior Member
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Posts: 34
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Joined: Oct 2007
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It's a great game, kidrock. Take as long as you want.
But first, search YouTube for some Halo 3 glitches, cheats, and other fun stuff like that. Some of them work really well.
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10-23-2007, 06:03 PM,
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kidrock
Member
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Posts: 230
Threads: 17
Joined: Apr 2007
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im a glitch master. was in the infamous GE clan in COD2. I was talkin about halo 1 (im on a mac). lol
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10-23-2007, 08:17 PM,
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Kricor
Junior Member
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Posts: 34
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Joined: Oct 2007
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Oh. Halo 1 is still a great game, though.
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