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Author Topic: Graphics problem part-2  (Read 289 times)

« on: April 14, 2014, 05:51:15 AM »
ok guys my last problem which was "graphics problem 1" (you can see that in the topics list) was solved thank you guys! but this time i am again in something i thought to make some models so that i can share them on 'the two day artistic challenge' but the graphics were far too bad so, that is what i need a bit of your help on:-
1.i made them with sketch up or should i use some other software and which?
2.is there any way to improve them as i exported them as static rigidbody?
3.should i use a shader or something that can make it look better and which?
4.should i do light mapping with giles(is there any way to do that in 3d rad?)?
5. i have attached 3 screenshots and my model the first one is model in sketchup the second one is model in 3d rad and the 3rd one is rendered by su podium v2 it has good graphics but i can't export it.is there any way to export it.and the last is the sketchup model thanks in advance :) :) :) :) :) :) :) :) :)
Sherry Saini is a Reviewer, Game creator, Modeler, Gamer, Writer, Blogger, Programmer, Helper and a Fan too!
SPECIALTY-SKETCH UP
WEBSITE- http://gamedeveloper00.wix.com/sherrygames/
EMAILME- [email protected]
BLOG- http://gamingassociation.blogspot.in/
« Reply #1 on: May 08, 2014, 06:54:07 AM »
sorry guys maybe i asked something wrong or i asked too many questions.thanks to those who took a look at my model.
forgot about that i will figure it out some way.thanks ;D
Sherry Saini is a Reviewer, Game creator, Modeler, Gamer, Writer, Blogger, Programmer, Helper and a Fan too!
SPECIALTY-SKETCH UP
WEBSITE- http://gamedeveloper00.wix.com/sherrygames/
EMAILME- [email protected]
BLOG- http://gamingassociation.blogspot.in/
« Reply #2 on: May 09, 2014, 06:17:16 AM »
i'm just not sure what you're asking... or what you're trying to do...

it seems as if you're using rigidbodies as models....

rigid bodies are mostly used for the physics simulation pf the engine, and should be relegated to simple shapes... not the complex forms that you show in the pictures... 

these should be skinmeshes... with the invisible rbs aligned to provide collision for the walls and seats...

--Mike
« Last Edit: May 09, 2014, 06:48:11 AM by Mike Hense »
« Reply #3 on: May 09, 2014, 08:24:06 AM »
Thanks for the tip mike.o guess I have 2 make 2 things.1.rigid body2.skin mesh(for the cover)
Sherry Saini is a Reviewer, Game creator, Modeler, Gamer, Writer, Blogger, Programmer, Helper and a Fan too!
SPECIALTY-SKETCH UP
WEBSITE- http://gamedeveloper00.wix.com/sherrygames/
EMAILME- [email protected]
BLOG- http://gamingassociation.blogspot.in/
« Reply #4 on: May 12, 2014, 08:54:05 AM »
yeah... i would suggest that you should take that route... especially for the scene pictured above...

despite the fact that some people do use textured rbs in their projects as visuals, if the visual object that you're going to represent is anything more than a simple shape, then i think it's better to use a skinmesh to represent it, and use a simpler form for the collision physics...

--Mike
« Reply #5 on: May 12, 2014, 09:37:20 AM »
Really thanks mike. i think shaders work better on skin meshes than on rigid bodies.  ;D
Sherry Saini is a Reviewer, Game creator, Modeler, Gamer, Writer, Blogger, Programmer, Helper and a Fan too!
SPECIALTY-SKETCH UP
WEBSITE- http://gamedeveloper00.wix.com/sherrygames/
EMAILME- [email protected]
BLOG- http://gamingassociation.blogspot.in/
« Reply #6 on: May 12, 2014, 01:41:22 PM »
yeah... i would suggest that you should take that route... especially for the scene pictured above...

despite the fact that some people do use textured rbs in their projects as visuals, if the visual object that you're going to represent is anything more than a simple shape, then i think it's better to use a skinmesh to represent it, and use a simpler form for the collision physics...

--Mike

Agreed. Also I figured out that if you export a level skinmesh in sections according to textures, you can use more than one normal map that way. 8)

Only workaround I could think of...
Using 3D Rad v7.19
Specs:
OS: Windows 7 Home Premium 64-Bit
Processor: AMD Athlon(tm) II X4 640 Processor (4 CPUs), ~3.0GHz
8GB RAM
Graphics: NVIDIA GeForce GTX 550 Ti
DirectX Version: 11
Hard Drive Space: 465 GB
« Reply #7 on: May 12, 2014, 03:02:54 PM »
Quote
Only workaround I could think of...

another of Shadmar's system shaders might work here MD... take a look at the  here http://www.3drad.com/forum/index.php?topic=5001.0  and scroll down and find  0094_user_rgb2tx_bumpy_adv_tile shader...

just paint your mesh r,g, or b  (or any shading of the two to mix em) and use this shader...

--Mike
« Last Edit: May 12, 2014, 03:07:32 PM by Mike Hense »
« Reply #8 on: May 13, 2014, 04:08:19 AM »
thanks again mike. it is quite helpful. i think the question is solved and thanks for quick replies that saved me a lot of time. :D
Sherry Saini is a Reviewer, Game creator, Modeler, Gamer, Writer, Blogger, Programmer, Helper and a Fan too!
SPECIALTY-SKETCH UP
WEBSITE- http://gamedeveloper00.wix.com/sherrygames/
EMAILME- [email protected]
BLOG- http://gamingassociation.blogspot.in/
« Reply #9 on: May 14, 2014, 06:38:33 AM »
your welcome... it's just a matter of working with RAD for a while and getting a few basic concepts down pat...
coming to grips with how RAD does things...

good luck guys...

--Mike
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