Woot after a lot of learning and struggle I got the real helmet for the football skins to work now I just need to make a skin for it here are 2 preview shots of it
A good plan violently executed now is better than a perfect plan executed next week. George S. Patton
it looks good Silly, sorry I took off last night and forgot to get on ts. Looks like you got it sorted out. Sometimes thats the best way lol youtube is good for tuts I find and some on vimeo when it comes to 3d stuff. I don't know what you use to leverage skins and bones in mohaa, but it sounds like scripts from what I have heard. I deal with what you mentioned but in a more direct element I think, so I am not sure I could have helped much. Most skins I have are applied as a material and are stored as a separate TIF file/s. Usually when things don't work, the solution is more of an illusion than a direct fix I find. Not sure what the case is, but it looks like you are back in business again.
Ftr, the average polygon count on a model I render is around 100K+. I think I heard G3m say Mohaa models have 700 or something lol which explains their chunky look. Not that you notice when someones shootin at you lol
PS - if you ever want 3D text done up, then np, I can save it as a png and you can do w/e with it. Logos w/e, its all good. I can do transparent stuff as well and whether you want an alpha channel is up to you. Sometimes that offers better quality. Anyway, the offer is there if you ever need it.
yeah the count on each mesh for verticles is 1000 per. the helmet was 76k ,so I had to detach and make 35 meshes from 1. now I need to figure out uvmapping. should be fun never done it before either lol but that was the problem I was having was when I exported the verticles were over 1000 per mesh. now the next thing I need to fix is texture and learning how to determine what shader I created. lol yeah and there are hardly any tutorials for this lightray 3d program I have to use.
A good plan violently executed now is better than a perfect plan executed next week. George S. Patton
Well if I can figure out how to do it properly maybe I can texture it with stripes etc but at the moment that's not looking to good lol the helmet is way 2 complicated for mohaa mohaa allows 1000 vertices and 1000 polygons the helmet has 76000 of each so mohaa cant texture it properly yet. I just need to figure out how to make 276 meshes read together as 1 surface then it will be done then yes I can put bengals etc on it.
A good plan violently executed now is better than a perfect plan executed next week. George S. Patton
I can help reducing the vertex count, or even remodeling it from scratch (if I have the original as a guide). I intuitively think that a simple geometry like that could be done with less than 1000 vertex for sure. Let me know if you want help (via PM since I don't visit the forum often). Would need an obj or stl file.
there ya go Silly, sounds like dcx can get ya hooked up. Its what I meant last night when you were ingame. Though I missed a bit I think due to being occupied staying alive lol I would use polygon reduction as well as merging all meshes into one. I think once the polygon count is reduced it will look awesome. Then once you have a skin done up it should be a breeze to copy it for changes. Some complex models I use at times rely on me to reduce the count so that it will not slow my system down when I am modelling/sculpting stuff.
yeah I have the .obj file. don't know how to reduce polys in lightray, but I think I can do it in blender. I have past knowledge with it, but if I cant do It i will look 1 of you guys up for some help thanks
A good plan violently executed now is better than a perfect plan executed next week. George S. Patton