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  1. #1
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Quote Originally Posted by Maly Jacek
    another quick question that I'm sure Hoggy can easily answer.How does one create lower CAS files from CAS high ? Chivalry 0.1.6 hastings mod comes with single cas files of knight templar and gothic kinght but not lower models.
    Take inspiration from CA.

    Good places to recover faces (triangles) from is the head, arms and legs.
    In the high detail models, theres alot of exesive detail in the face, mainly the lips and nose, quick easy way to fix this is to vertex weld them together (you will need to do a quick re-mapping of the texture though, buts its pretty simple). Helmets often have 2 or more 'rows' of vertices between the brim and the tip, again, cheat by welding them together, or just delete the faces and recreate them so there is only one row.

    The arms and legs are also pretty easy. Try to get both as close as you can to rectangular prism, with the hands/foot meeting at a sharp point. You can use vertex weld again (esp. for the hands/feet), but I find it much easier to delete the faces on one side at a time, and then create a new poly in its place using the respective tool (I normally just run the poly from the shoulder right down to the elbow, then another from the elbow to the point of the hand).

    Weapons are another good place to grab some polys, just have 2 planes, facing opposite directions, and UV map them to the weapon in your texture. 4 triangles, you dont get much more minimal then that!

    Of course, these tips are for the lowest of detail settings. If you want to work on the others, just find places of unneeded detail that can easily be trimmed down. For those with high end PCs, the loss in detail wont be noticed at range, and those with lesser machines, they will be thankful for being able to play your mod.

    Oh yeah, and make your life easy, delete half of your model, do your LOD work, then mirror it, as you will need to reskin the bones anyway, this will nearly half your work!
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

  2. #2
    J-23 Member Hans Kloss's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Thx guys ..will give a try

  3. #3
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Modelling New 3D Units for RTW

    Oh yes, I forgot to mention this!

    Change the model to an editable poly (rather then mesh) so you take advantage of the 'safe delete' (highlight and press backspace). This will allow you to remove edges and vertices with out deleting the faces they are attatched to (it effectively automatically redraws it). Done in the right way, this can free up loads of faces with out screwing up your texture mapping. Sadly it can't be used everywhere, but it can save alot of time.

    There are other useful features in poly mode that are worth checking out, but you can run into issues converting between poly and mesh, so be careful on the more powerful tools.
    Caligula and Hadrian - Unit and Building editors for Rome: Total War.
    Now editing -
    export_descr_unit.txt, export_descr_unit_enums.txt, export_units.txt, descr_model_battle.txt
    export_descr_buildings.txt, export_descr_buildings_enums.txt, export_buildings.txt

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