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#1
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G’day All
I am a SolidWorks (SW) user, and I’d like to try and contribute in some small way, as I understand it a model created in SW can be exported in a VRML format and the saved as a STL file and then imported to say 3ds Max. I did a quick experiment using a surface model to see how a low resolution basic shape (a crude Luftmine shape) created using SW would translate into poly count at output, in this case it came out at 300 Tri’s. Low res' SW model ![]() VRML/SLT model ![]() So my basic question is can a model that I can create in SW be of any use to a 3ds Max user and can said user reduce the poly count further if needed, because basic stuff like this take mere minutes to do in SW.
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Spud ![]() |
#2
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hard to say right now .. it's must be checked ... but i think yes ..... and once again "But" ... there is a difference between that two progs ... plus i don't know is it possible to make uwv maping in solid?
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work hard, fly fast |
#3
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G'day Sita
SolidWorks apparently uses UV mapping, not UWV mapping, but in my line of work custom skinning is not a requirement so i know very little about doing this. From my JWWIIF modding days I know that the 3d modelling is more or less the easy part, and that wrapping the skins over the objects can be a tedious and at times frustrating affair, not to mention a real hour eater. My aim was just to see if i could create surface objects (not solids) in SW as a way to possibly help out by taking on some of the modelling load, I would still be expecting that the mapping and any assembly would be done outside of SW in the final software. I'm happy to do experiments with solid works to see if it can be of any benefit as a 3d tool, to the modelling community, maybe if I had some kind of simple test subject as a project to evaluate its worth, again I'm happy to give it go.
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Spud ![]() |
#4
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here is the thing ...
you can made 3d model at 5 minutes ... but for us ... if we talking about 3d modeling for Il2 1946 it's only first step ... and most easest step .. short note about work process 1. at first you made 3d model of object ... in max detalisation ( under humble Il2 limits) aka Lod00 2. need made mapping for it ... 3. make skin ... 4. need made three more models ... Lod01 Lod02 Lod03 .... ( plus yLod00 and yLod01 for shadow and collision mesh ) and Lod01 Lod02 Lod03 makes from finished painted ( or good mapped at least) Lod00 by simplifying the model without losing maping in that light of that ... clean 3d model without skin(maping) its just first step ...
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work hard, fly fast |
#5
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This source is somewhat incomplete, but gives you the basics of what's needed to model an IL2 plane.
http://www.smsp.org/il2/3d_modeling_bible/ The various IL2 modding sites will have more details. I'm not sure what LoD models are needed for a 3D object, probably far less than for a plane since they're low-poly already. These days, most 3D animation programs (Maya, 3DS Max, Blender) are pretty good about providing "unwrapping" functions allowing you to easily skin an object, although it is still time consuming and requires a fair bit of artistic skill to make a skin look right. Animating the moving parts and properly setting up "hooks" for breaking parts and various effects (lights, smoke, fire) is also quite time consuming. For planes and other objects with moving parts, I'd be more worried about how the animations translate from one program to another. From what I've read, often times animated parts don't transfer, or don't transfer properly, from one program to the next. Ideally, an IL2 modder has access to 3DS Max, otherwise, all you can do is make the various models, and possibly skins, and then hand off your work to someone with 3DS Max for animation. The good news is that if you're a student or associated with an educational institution, you can get a license for free: http://www.autodesk.com/education/free-software/3ds-max (FWIW, I've played around with all these programs, but my critical lack of artistic talent keeps me from making anything that doesn't look like it's made from Lego blocks.) |
#6
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lods are a requirement of il2 engine ... and in most cases for lod01/02/03 used lod00 .... and it's not good ...
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work hard, fly fast Last edited by KG26_Alpha; 02-03-2016 at 06:45 PM. |
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