Post by lenalechou on Oct 11, 2021 10:41:03 GMT -5
Hello everyone! I try to make a futuristic desk in these colours:
Here is the mesh I made in blender:
This is my first try making an object. I want to work it as a desk, so you can place computer books ect over it;s surface. I want to put neos lighting as I show in the pictures and I want to have a transparent glass surface. What steps or video tutorials must I follow now? I have no idea how to continue. Please can anyone help me?
Hmm, this project could be tricky. You'd need three mesh groups: one for the main portion of the desk, one for the glass, and one for the glowing parts. Each mesh group would need a different shader. I'm not aware of any desks you can clone that have three mesh groups. You could possibly clone something else and change the tuning to that of a desk, but desks also contain slots to hold objects and a slot for the chair. You would need those for it to function as a desk. Making a desk with a glass top would be really easy. It's the neon light part that would be challenging. Maybe this thread will help.
I'm sorry, I know that's not much help. At the very least, it'll give you a sense of what this project will require.
Hi. Those are textures the object is projecting, you have not edited those in the warehouse. They fulfill different purposes and are made in different ways. All of this should be covered in any start-to-finish object-making tutorial for ts4
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Both your mesh and package have a number of issues, unfortunately. For starters, your mesh is waaaay too high poly. It has more than 35,000 polygons while the desk you cloned has 492. The best way to reduce the polycount is to enter edit mode, edge select, select edges throughout your mesh, press X > dissolve edges. You can reduce a lot of edges on your curved surfaces without your mesh changing shape. Decimate works but it ruins your topology.
And your mesh has two layers of faces. The ones inside won't be seen and are adding to the polycount so you need to delete them. Select the outer geometry, H to hide, select what's inside, X > faces to delete. Alt + H to unhide.
You also have five mesh groups while the desk you cloned has four. Keep in mind that the two of the EA desk's mesh groups are meant for the floor shadows. The EA desk has one mesh group for the glass, one for the desk portion, two for the floor shadow. Your mesh should match this.
You might want to split the edges of the glass group--just the outer perimeter edges of the top and bottom--to avoid ugly shading. Take a look at steps 33 - 35 here; I have screenshots posted there. It's for clothing but the method is the same.
Make sure your cut numbers match the EA desk's cut numbers.
Don't forget your LODs and your shadow LODs.
Your package has two object catalog resources, two object definition resources, and the old diffuse maps, and specular map still are there; the fact that the old textures are still present is what's causing the texture problems. Reclone a new package, fix the mesh issues, and import the two diffuse textures in the texture tab, go into the warehouse and import your specular and bump map. Don't duplicate any of the resources in the warehouse.
In all honesty, if you're very new it'd be a good idea to follow a tutorial that will walk you through a project. This one is good.
Thanks again fwecka. Hi, mauvemorn can you sent me a tutorial with editing parts of an object in warehouse ? ( I have no idea) I tried decimate modifier from 1 to 0.1 and it worked. Then I removed doubles. The dissolve option didn't worked for me. ( I don't know why). Now verticles are 4723 from 35000 and faces are 7421. The shape it isn't changed (fortunatelly).
I made the inside geometry because one part is glass and didn't look good without it. It looks like an empty box if I delete the inner part. That's why I covered the surface under the glass.
I split the edges. Thanks for the tip. I used it in mesh 0 without mesh angle and in Nurbs path with mesh angle (because the shape looked better here).
I'm thinking if there is a possibility firstly to clone the nurbs path mesh as a lighting object and later to combine it with the desk (I will try it but I don't know if it will work).
The truth is that I'm very new but I'll try to do my best.
I didn't change the other lods yet but I'm planning after I manage to complete lod 0.
Hi, lenalechou. Just wanted to let you know that your post on making a flag was moved and I didn't see it and that's why I didn't respond. I'm not sure how to model that flag but I have an account at CGCookie.com and asked over there. The response I got was to use the method shown in this video (watch the first half). You'd need to pause the animation at whatever point the flag looks good to you then apply the cloth modifier (click the apply button) to freeze the mesh in that position. Then you'd need to add a solidifier modifier to make the flag double-sided or duplicate the mesh (shift + D), press W > Flip Normals to make the flag double-sided. The method shown in the video won't result in the exact shape in your screenshot, however. If you want that exact shape you may have to start with a plane, subdivide it (W > Subdivide), then start pushing and pulling vertices. That would be such a pain in the butt.
Do you want a walkthrough on how to make your mesh? Because I think you need to redo it. The topology is terrible and will give you trouble unless you fix it. It would be easier to redo it, to be honest.
I have a start-to-finish clothing tutorial that I put together for myself. Download here.
To make spin work it all depends on what angle you're looking at your mesh. When I used the tool I made sure I was in top view (Numpad 7). It took several tries to get the curves right. I'd place the cursor somewhere, try it, get a terrible result, then Ctrl + Z and try again. It's just something you have to play with. Sometimes, all you can do is make it the best you can then go into edit mode and make adjustments--move sections around with G. It's frustrating but that's how 3D modeling is sometimes. I don't really have any advice other than that. I know that the spin tool was updated for Blender 2.8 and isn't as tricky to work with but Studio doesn't support 2.8. I can't even open a file that was saved in 2.8 in a version of Blender below 2.8. The only way I can get a mesh that was saved in 2.8 to open in a lower version is to append the mesh. I guess you could try that: open (or append) your mesh in 2.8, use the spin tool, save your file, append in whatever version of Blender you normally use.
File > Append > select your blend file > Object > select the mesh (it'll be called s4studio_mesh something. Hold shift to select more than one > Append from Library.
Actually, I should clarify. I can't open a file saved in 2.8 or above with version 2.78. I switched to version 2.79b but haven't tried opening a 2.8 file so I don't know if it would open or not. All I know is I ran into trouble with 2.78.
Please tell me your opinion or if you think that I did something wrong.
Now I'll try to adjust the maps...
You just posted a new package file and I haven't looked at it yet. I looked at the file in this post (the one with the link next to "last one").
You'll need to redo the platform. The reason the platform seems to be gone is because the geometry is facing the wrong way. You know how a shirt has an inside and an outside? Faces are like that, too. There's a front side and a back side. Usually, unless you do something special with your package file, the backside of a face will not be rendered in the game. In Blender, you can tell what the backside is because it will be a darker grey than the front side.
If you're having trouble determining which is the front and which is the back do this:
Press N to open the side panel. Where it says Shading, click the arrow to unfold that section if it isn't already, and put a checkmark next to Backface Culling. Now Blender will no longer render the backside of a face so you can tell which side is the front and which side is the back.
Face select mode, select every face on the bottom of the desk and delete with X. You'll see there are more faces that were underneath what you just deleted. Select and delete those, too. DO NOT delete the rim. It's fine as it is.
The screenshot shows some of the rim selected. Ignore that.
Rather than add a circle and go through that whole misery again, do this: vertex select mode. Rotate around so you're looking at the top. Hold shift and select three vertices in the corner. Press F to make a new face. Next shift-select four vertices, F to make a new face. Continue till the hole has been filled. The corners will be tris while the rest will be quads. Ideally, it would be all quads since it's always best to model in quads, but the hole was shaped weird so there was no choice but to make tris in the corners.
The reason I had you do this is that you already had a perfect rim that we could easily build off of. No need to add a circle and all that nonsense.
You will need to unwrap this again. My suggestion is to select the new faces you just made, NOT the rim. Just the new faces, top view (Numpad 7), U > Project from View. Move the island off the map. H to hide it. Next select the rim and make sure you get all of it around the circumference of the desk. U > Unwrap. Note: if you want it to unwrap as a rectangle mark a seam in the corners first, then unwrap. The PDF I gave you shows how to mark seams. Move the new island off the map. Alt + H to unhide. Move the islands back onto the map.
Your tubes look good but you've got some overlapping edges. This happened when you used the mirror modifier. You have to be careful when using that modifier that the edges don't overlap.
Edit: I deleted what I wrote because I have a better method. Hold Alt + shift and select each edge loop that is overlapping. Press S, X, 0. That will straighten the loops and mash them together. Then press W > Remove Doubles. This will automatically merge the vertices that were mashed together.
You'll be faced with a new problem: the edge loops aren't located where you need them. Move them to where you want them to be and keep your movements constrained to the X-axis and Y-axis. This way, you won't accidentally move them up or down.
Other than that it's looking pretty good. You're making progress! Don't forget to split the edges on your glass desktop so that there aren't unsightly shadows on the edge.
Edit: I forgot to mention this. You have a bone_bone_shape thing-whatever-that-is in your scene. In the outliner, up in the upper right corner, right-click it and choose delete. That dumb thing always gets included when you append something. One of these days I'm gonna figure out what that thing is, lol.
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