Author Topic: Alien Worm  (Read 9889 times)

DreadStunLock

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Alien Worm
« on: May 12, 2011, 08:56:36 PM »






Polys: 626
Verts: 685


puuusianka

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Re: Alien Worm
« Reply #1 on: May 12, 2011, 09:25:41 PM »
I name it... Zed! Hi Zed!!!

DreadStunLock

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Re: Alien Worm
« Reply #2 on: May 12, 2011, 09:27:25 PM »
I think Zedblade will probably kick your ass pandering for such an insult :P

Offline zglina

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Re: Alien Worm
« Reply #3 on: May 12, 2011, 11:54:08 PM »
No! I name it.... Maja! Hi Maja! And give me big boot to kill this worm-bastard!

Offline LennardF1989

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Re: Alien Worm
« Reply #4 on: May 13, 2011, 02:16:37 PM »
You should triangulate it, most engines are not too fond of quads.

Also post front, side,top wireframes and actual render - with smooth shading -

Offline comicsserg

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Re: Alien Worm
« Reply #5 on: May 13, 2011, 06:24:06 PM »
ooo you made a big error modelling it.
The ONE major rule is that the polygon must NEVER has more than 4 Vertices!!!!

The problem with polygons with more than 4 Verticesis that the smoothing will give artifacts and if you want to animate it in the future it will cause a lot of problems.

You must always model regular polygon with four sides (4 vertexes)  
« Last Edit: May 14, 2011, 12:35:14 PM by comicsserg »

DreadStunLock

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Re: Alien Worm
« Reply #6 on: May 13, 2011, 11:22:45 PM »
Hmmmmm, I will see what I can do, and it's Vertices Comic :) Careful with that you might get fired from a job :)

DreadStunLock

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Re: Alien Worm
« Reply #7 on: May 13, 2011, 11:38:27 PM »
Ok, here is another try:


Front:



Left:



Render:



Top:



Vertices:




P.S: Sorry for the log spamm Frvge, Imageshack was a bit gay.

So there it is in more quanity of screenshots.

The vertices one is for Comisserg to re-explain if possible because I didn't get the 1 Polygon should not have 4 vertices ><
« Last Edit: May 13, 2011, 11:43:39 PM by DreadStunLock »

Offline B1nArY_001

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Re: Alien Worm
« Reply #8 on: May 14, 2011, 01:30:39 AM »
You should triangulate it, most engines are not too fond of quads.

Quads in Max are technically already triangulated, once imported into an engine if you look at the mesh post import you will see that each "quad" has been bisected forming 2 triangles.

Offline Farley4Fan

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Re: Alien Worm
« Reply #9 on: May 14, 2011, 05:06:57 AM »
Render pic=

DreadStunLock

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Re: Alien Worm
« Reply #10 on: May 14, 2011, 12:19:33 PM »
Hahaha :D I just think I should have added Meshsmooth or Turbo to the model, cause it looks really crappy, and a bit better on the perspective non rendered view :/

Offline comicsserg

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Re: Alien Worm
« Reply #11 on: May 14, 2011, 12:34:44 PM »
hahah my mistake :) thx for saying it yo me :D
here is what is not good and how it should be

Possible solution:

or even better so:

DreadStunLock

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Re: Alien Worm
« Reply #12 on: May 14, 2011, 12:52:25 PM »
The blue lines are edges right?

Offline LennardF1989

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Re: Alien Worm
« Reply #13 on: May 14, 2011, 01:33:10 PM »
Yes, your model has more than 4 vertices (or blue point, for the sake of it - first screenshot) per quad (the white lines connecting the vertices).

Due to this, you cant even call it a quad, because obviously a quad has only four points. For the very same reason I said you should prevent using quads, because you can easily fix/spot errors this way - and the engine limitation is no joke. Actually, if you were to import this model into UDK, it would most likely explode - the model, that is, because you use triangles, quads and quad+ all next to eachother - it wil try to auto-triangulate and will most likely fail to do so -.

@Binary: I missed your note just untill now, I have always understood triangulating manually gives way more control than some engine doing it automatically for you.
« Last Edit: May 14, 2011, 01:39:49 PM by LennardF1989 »

DreadStunLock

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Re: Alien Worm
« Reply #14 on: May 14, 2011, 01:38:38 PM »
Hmmmm, does that mean I have to redo the whole model? Cause I have never did anything in triangles, the only thing I experienced in triangles was the geo sphere :S

And I still don't get why in the first screenshot, the edges are connected to the neck area precisely and in the other one, they are weirdly scattered :/