PDA

View Full Version : Just cant seem to fix it


biggestkid
02-21-2010, 01:33 AM
Hey guys i have recently been modeling a building found in the game Dawn of War II. A picture of it can be found below.

http://img121.imageshack.us/img121/4767/wh40k220091229214619.th.png (http://img121.imageshack.us/i/wh40k220091229214619.png/)
(Click to enlarge)

Now, i have pretty much just done the basic shell for the bottom floor, and am having a bit of trouble getting the entrance worked out.

http://img193.imageshack.us/img193/1959/entranceb.th.jpg (http://img193.imageshack.us/i/entranceb.jpg/)
(Click to enlarge)

As you can see, when i extrude the front to make the entrance, it carries with it the bevel which runs all the way around the building. Now i managed to get rid of this bevel, yet that entailed making the extrusion perpendicular to the front wall, ie not slanted like it is in the above picture, which isnt good enough as they are slanted in the game. (Hope this makes sense)

Anyway, my current options are just extrude it perpendicular to the wall, and have it not look like the game building, or slant it, and have that little bevel visibl, which is really annoying. Any ideas as to how i could remove the bevel(from the entrance ONLY) if i slanted its sides???

biggestkid
02-21-2010, 01:43 AM
Nevermind i managed to fix it myself after about 30 minutes of frustrated fidling with vertices lol.

http://img638.imageshack.us/img638/904/fixed.th.jpg (http://img638.imageshack.us/i/fixed.jpg/)

Now i do have one other question though. How can i get an arched walkway like the one in the first image as opposed to the square walkway i have there now? (Yet still maintain quads)

Thanks

Piflik
02-21-2010, 09:43 AM
First...It doesn't seem like this model will be going SubD...it is a game model after all...so there is no need to stay with quads...it will be triangulated anyways...

Second...to create rounded features as opposed to square ones, you need more edges...nothing more to it ;). Use Cut or Connect and do some Vertex-Pushing...

biggestkid
02-21-2010, 08:23 PM
But it probably will need to be subdivided so i can apply a normal map to a low poly version.

EricChadwick
02-21-2010, 09:19 PM
Might be a disconnect here. The high-poly model for extracting a normal map is created completely separately from the low-poly model, the low-poly constraints do not apply to the high-poly. It only matters on the high-poly which details will be captured by the bake. Does that make sense?

This might help you. Also see the subdiv link inside.
http://wiki.polycount.net/Normal_Map#ModelingTheHighPolyMesh

biggestkid
02-22-2010, 10:21 PM
Yeah, i will just copy this model, and turn one into a high poly version using either turbosmooth or meshsmooth, then use this high poly one to bake a normal map for the low poly model.

EricChadwick
02-23-2010, 06:48 PM
Then you'll be wanting to learn proper subdivision surface modeling techniques.

Some reading to get you started:
http://wiki.polycount.net/Subdivision_Surface_Modeling

CGTalk Moderation
02-23-2010, 06:48 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.