Interior Design...Again
by none · in Torque 3D Beginner · 12/13/2012 (5:28 pm) · 10 replies
Hello everyone, so I've tried to move away from constructor due to the light seams I'd keep getting and that almost everything looks squarish. I've tried Sketchup and a few other modeling programs not CSG based, and no matter what, I get light coming just barely through the seams in my interiors. Also there is a small amount of shadow being ignored around the base of the model, no matter how much I sink it into the terrain. I'm really puzzled as to what I'm doing wrong. I want to make interiors in my game, but its feeling increasingly difficult due to this highly noticeable problem.
#2
12/14/2012 (8:27 am)
Thanks for the help Ron! So basically should I ensure that I weld my vertexes if theyre matching up? I've tried using sketchup and pretty much everything and had this problem, but sketchup you really don't have the option to weld.
#3
I hadn't tried sketch-up for modeling, but if it doesn't permit you to weld vertices then use Google to find a free modeling program that permits the export of *.obj or *.dae ( Object or Collada ).
@Ron, I personally think that education about how to properly make an Interior / Exterior building with collision and Portals would be the correct *fix* for these kind of issues. If the Tutorial includes adding textures and applying them to the model for completeness can be done, then it also eliminates many posts of confusion about Textures or "invisible" models put into the games.
A Tutorial that is basic enough to follow in any modeling package will suffice. This of course must include pictures because artists are visual while programmers are more logical thinkers.
12/14/2012 (9:42 am)
@Krystian, You are correct. The seams will need to be welded so that the object is one piece. If your going to use interior Lights, Sound, or Exterior weather in some areas of your game then making the models hermetically sealed by welding vertices and using Portals will be necessary to get the correct effects.I hadn't tried sketch-up for modeling, but if it doesn't permit you to weld vertices then use Google to find a free modeling program that permits the export of *.obj or *.dae ( Object or Collada ).
@Ron, I personally think that education about how to properly make an Interior / Exterior building with collision and Portals would be the correct *fix* for these kind of issues. If the Tutorial includes adding textures and applying them to the model for completeness can be done, then it also eliminates many posts of confusion about Textures or "invisible" models put into the games.
A Tutorial that is basic enough to follow in any modeling package will suffice. This of course must include pictures because artists are visual while programmers are more logical thinkers.
#4
It may be very frustrating and complicated to learn, but in the long term you will be happier with it.
12/14/2012 (10:10 am)
I tried other programs, too, but ended up, that only 3dsmax and blender is good enough and if you want a free program, you end up with blender.It may be very frustrating and complicated to learn, but in the long term you will be happier with it.
#5
12/14/2012 (1:06 pm)
I have 3DS Max, I just despise unwrapping interiors haha, I guess I'll just need to stop being lazy and do it. Thanks for your input guys, it is much appreciated.
#6
I won't assume you obtained it in some "other" fashion, but just as a favor to other readers who have obtained their copy of 3DsMax in such an "other" fashion, you should be aware that the models that are saved and exported from Modeling programs will contain information about the product that made it, along with the other traceable information.
Again, I don't assume you have such a copy and that you've had it legitimately and just never used it for making basic boxes for texturing. But texturing in Max is really not anything laborious, it's the simplest example that many YouTube videos will demonstrate.
It takes less time to Unwrap and Texture than starting up a Web Browser, navigating to Sketch-Up, making a building and exporting it to put in the game engine. Even the worlds most laziest person would agree that is doesn't burn any glucose at all to do a simple textured box. Possibly little more effort than blinking.
12/15/2012 (6:57 am)
So you spent nearly $4000 dollars for 3Ds Max for modeling, don't use it for simple boxes for walls that quite easily unwrap for texturing, in favor of Sketch-Up.. and.. didn't know you had to weld your vertices of your model?I won't assume you obtained it in some "other" fashion, but just as a favor to other readers who have obtained their copy of 3DsMax in such an "other" fashion, you should be aware that the models that are saved and exported from Modeling programs will contain information about the product that made it, along with the other traceable information.
Again, I don't assume you have such a copy and that you've had it legitimately and just never used it for making basic boxes for texturing. But texturing in Max is really not anything laborious, it's the simplest example that many YouTube videos will demonstrate.
It takes less time to Unwrap and Texture than starting up a Web Browser, navigating to Sketch-Up, making a building and exporting it to put in the game engine. Even the worlds most laziest person would agree that is doesn't burn any glucose at all to do a simple textured box. Possibly little more effort than blinking.
#7
students.autodesk.com/
If anyone is in school currently check out this link because it is helpful for learning the program and using it for non-commercial uses. As Scott mentioned, if you export something from it and try to sell it or include it in something you sell, the file includes information about the version you used.
12/15/2012 (10:07 am)
I'm using the Educational Version as I'm not selling anything I've made with it nor am I selling the game that the models go into at the moment. This is available to anyone who is currently enrolled in high school or college and wants to use it for non-commercial uses. Additionally I was not suggesting that I never use it, I just enjoyed the easier creation workflow of buildings with other programs, I use 3ds Max for just about anything else. Texturing has never been my strong point so that was the only reasoning in this question. Additionally I do know that you need to weld vertexes, I just didn't know that Sketchup didn't do this for me upon connecting planes so I was asking if I needed to bring it into a separate program after the fact. I'm sorry if you took this the wrong way.students.autodesk.com/
If anyone is in school currently check out this link because it is helpful for learning the program and using it for non-commercial uses. As Scott mentioned, if you export something from it and try to sell it or include it in something you sell, the file includes information about the version you used.
#8
In Lightwave I can texture a model Simultaneously while moving vertices in the Map. I would think 3DsMax has such an option as well. If it does, It really makes texturing easy as pie.
You'll be able to see the texture being applied as you work in the Map.
I use this method all the time unless there is some reason not to.
Let me know. It's been years since I tried 3DsMax.
12/15/2012 (2:19 pm)
Krystian,In Lightwave I can texture a model Simultaneously while moving vertices in the Map. I would think 3DsMax has such an option as well. If it does, It really makes texturing easy as pie.
You'll be able to see the texture being applied as you work in the Map.
I use this method all the time unless there is some reason not to.
Let me know. It's been years since I tried 3DsMax.
#9
12/15/2012 (9:35 pm)
Ah just figured it out thanks! I was having a problem where it kept overriding the uvunwrap when I tried to change what I was selecting in the editable poly. Got it working a lot better, thank you
Associate Ron Kapaun
3tdstudios.com
I know this is a pain but, when you are making your interior models ensure that each polygon lines up exactly, what you are seeing is the engine basically saying that there are two polygons overlapping and they cancel each other out....therefore there is none.
Temp fix (and basically good modeling practice): Basically line everything up perfectly. No polygons should intersect, this should stop that from happening. I am currently working on a 'fix' that will help solve this problem....along with my many other tasks. Let me know if this helped.
Ron