Author Topic: First Attempt at Static Modelling  (Read 805 times)

Offline Roughbeak

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First Attempt at Static Modelling
« on: 14-05-2014, 05:05:47 »
Hello! I have had 3ds Max for a little while. Like many people here, I started with Toddel's simple open house, and I decided to start more complex static modeling! There have been past models I have made, but they definitely are not considered a "model", because they are just that bad.

Today I thought I would share one of my statics in 3ds Max. Some of the texture maps (rock, shingles)) are complete with Diffuse, Specular, and Normal maps. Also, I thought I cut down the poly count reasonably. Plus this one is fully enterable.

That being said, I tried to base this one off one of FH2's French houses. I hope it resembles to you.

Front: poly model


Back: poly model


Front:

The stone side below seems to be a bit lighter than the above one, perhaps Specular issues?


Some interior



This model is definitely far from over, everything is work in progress. Hope you give some feedback below, go easy though. :)
« Last Edit: 14-05-2014, 05:05:28 by Roughbeak »

Offline ksl94

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Re: First Attempt at Static Modelling
« Reply #1 on: 14-05-2014, 05:05:52 »
That looks great  :o !

Offline valleyman

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Re: First Attempt at Static Modelling
« Reply #2 on: 14-05-2014, 07:05:31 »
Very nice work, a perfect match.

Offline Jimi Hendrix

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Re: First Attempt at Static Modelling
« Reply #3 on: 14-05-2014, 08:05:27 »
 Looks great.




 I hear that practicing on Russian buildings will increase your skills two fold!!
 :-*



Offline hitm4k3r

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Re: First Attempt at Static Modelling
« Reply #4 on: 14-05-2014, 11:05:56 »
Nice for your first model. I am no expert at modeling but I can give you a few avices how you can improve the model.

First important thing is to avoid faces with more than 4 vertices. Preferebly you should aim for 3 or four vertices per faces, as triangulation works better and especialy when working on models with round shapes you will notice what I am talking about. It is not much of a problem with the boxy shape of such a building but you will run into trouble with more complex geometries.

Second point is that you can optimize your model alot:


You can save a few poligons when you get rid of the faces in the marked area, or really model those little shingles. If you don't model them you will get the same result with a good texture. Point is that you should allways have the performance in mind and the less pologons, the better.

But overall a nice start, so keep going and you will get better and better.  ;)

Offline Roughbeak

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Re: First Attempt at Static Modelling
« Reply #5 on: 14-05-2014, 15:05:11 »
Yes, I have been optimizing more of it today.

Edit:
@Jimi Hendrix, we'll see. ;)
« Last Edit: 14-05-2014, 18:05:35 by Roughbeak »

Offline Turkish007

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Re: First Attempt at Static Modelling
« Reply #6 on: 14-05-2014, 16:05:32 »
That looks so good man, keep working on it!  :D

Offline Harmonikater

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Re: First Attempt at Static Modelling
« Reply #7 on: 14-05-2014, 23:05:05 »
Remember that you'll have to use bf2 static mesh mat to be able to export it. To me it looks like you're using standard 3ds max mat.
I do bad things to the BF2 engine.

Offline Roughbeak

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Re: First Attempt at Static Modelling
« Reply #8 on: 15-05-2014, 01:05:32 »
Remember that you'll have to use bf2 static mesh mat to be able to export it.

Of course. ;)
« Last Edit: 15-05-2014, 05:05:57 by Roughbeak »