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Old 07-01-2008, 05:58 PM   #11 (permalink)
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Hi im sort of a new modeler so forgive me if I dont use the correct lingo but I was wondering, will open geometry be bad when put into a game engine? I noticed that the last 2 entries have lines that dont run down the sides and connect some of the verts. Also the blades of the propeller model aren't connected to the center, they are just cut off and put very close to it.

Someone told me to always connect the lines and dont leave an opening in your polygon... I'm confused

Edit: Also here's my entry



I started with a cube, for the arms/ tail and just extruded it a few times, then a cylinder (below each propeller) and extruded those into shape and merged the arms with those. Then I made a sphere, added a few cuts to let the arms' vertices merge to the body as well has extrude the windshield inward, I was going to add some machine guns to it but i couldn't figure out how to go about it :-(

Last edited by Curryboy; 07-01-2008 at 08:04 PM. Reason: Add my picture
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Old 07-01-2008, 06:49 PM   #12 (permalink)
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I am entering this, i know what i want to do! ^_^
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Old 07-01-2008, 09:16 PM   #13 (permalink)
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has anyone else had any problems with extracting the propellor mesh?
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Old 07-01-2008, 09:17 PM   #14 (permalink)
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Quote:
Originally Posted by rrguitar View Post
has anyone else had any problems with extracting the propellor mesh?
Apparently not, do you use winrar?
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Old 07-02-2008, 02:17 AM   #15 (permalink)
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Quote:
Originally Posted by swag View Post
Apparently not, do you use winrar?
no i just use the default extract files option, its always worked before but this time it says there arent files in the folder, its wierd
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Old 07-02-2008, 07:41 AM   #16 (permalink)
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Not entered one of these in ages but I could not resist this one



Extruded from a cylinder and created the cog and the duplicated it and rotated it and then created another cylinder and pulled the vertexes around to create the shapes for the hand pedals and created a box and chamferd it.
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Old 07-02-2008, 08:50 AM   #17 (permalink)
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Curryboy: What you're talking about is a Closed / Floating mesh. The closed one which your friend told you to do will need a higher polygon-count and is pretty much just needed for older game-engines and for some engines to cast proper shadows. Though, commonly, everyone use floating meshes.

Cheers!
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Old 07-02-2008, 01:51 PM   #18 (permalink)
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I can't open the file!
What format is it, it dosn't show any file extenshion on my pc.
I have Maya and Silo so .obj would be good?

..................................

Opened it in word pad, I picked out .3DS form the tecno jargon;
I presume this is a Max file. Would someone be kind enough to convert it to an .obj for me plz?

Last edited by wolfsage; 07-02-2008 at 01:59 PM.
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Old 07-02-2008, 01:59 PM   #19 (permalink)
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alright, first SMC i entered... and wow, i thought these didn't fit in on a game artist forum, but these really help you think on how to create art quickly [which is good when your game studio is trying to cram as much art in a game as possible]... i'm out of practice [damn you Adobe Flash games]...

anyways, here ya go...



...kinda thinking of an old invention that some crazy turn of the centrey inventor would try to build and think it would fly. it's a Personal, Hand-Powered Propeller Car, or PHPPC. i'm thinking it is made up for all wood except for the gears and chain. i think this has a better chance of floating then flying...
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Old 07-02-2008, 03:43 PM   #20 (permalink)
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Well, I'm new to the Game Artist forum, and this is my first SMC. Really great idea, especially since I tend to get lost in the details. This is a great way for me to practice just by pumping out some simple models.



I went for a 'steampunk' type contraption, and ended up with this propeller pack. Hope y'all likes.

All the pieces are derived from primitive shapes, except for the straps and paper witch were made from planes and then extruded.

Last edited by M_Cubed13; 07-02-2008 at 04:26 PM.
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