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Nighthawk's BB-rific complete guide to ship building for Freelancer

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Nighthawk's BB-rific complete guide to ship building for Freelancer
Offline tansytansey
05-16-2010, 02:07 AM,
#2
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Posts: 4,099
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Joined: Aug 2008

3.0 Post Construction - Fixing your mistakes

As a modeller it is your job alone to make sure your model is as mistake free as possible. Ideally you should correct your mistakes as you build the model and not leave it all to the end, but it is good to double check your model once you are finished. If you have not already done so, now is a good time to cut your model in half and mirror it.

Here is a small checklist of common mistakes:
1) Gaps in the Mesh
2) Double faces
3) Hidden Faces
4) Stacked/unconnected verticies
5) Unconnected faces
6) Double Sided Faces
7) Useless faces/vertices

I will go into more detail on these common mistakes, how to spot them, why they should be avoided and simple ways to fix them. Note that I use Metasequoia for building my models, and some functions will vary between different programs.

For this tutorial I will be using my latest model, a Slipsteam replacement concept. All the model issues have been fabricated for the sake of demonstration.


3.1 Post Construction - Gaps in the Mesh

Gaps in the mesh are visible holes between faces. They are bad, and there is absolutely no reason for you to have a gap in your mesh. If you see it, FIX IT!
[Image: 001optimization11.png]

A problem like this can be fixed simply and quickly by using the "create" tool in Metasequoia to create a new face between the surrounding verticies.

3.2 Post Construction - Double Faces

Much like Gaps in the mesh, there is absolutely no reason you ever need a double face. They don't often happen, but if you see it, fix it! Double faces can cause rendering issues and increase your poly count.
[Image: 001optimization06.png]
See how the two wires cross over without connecting? That indicates there is a double face in that section. Not all double faces are this easy to spot, so be vigilant.

3.3 Post Construction - Hidden Faces

Again, hidden faces are never needed. No one's ever going to see them, so why have them? It is better to optimize your mesh and delete hidden faces. Spotting hidden faces can be tricky! They most often occur when creating Extrusions or creating faces over top of other faces, as well as when connecting two primitives or faces together.
[Image: 001optimization12.png]
[Image: 001optimization04.png]
Don't confuse these with internal faces, such as those in your cockpit. Hidden faces are faces that will -never- be seen by anyone.

3.4 Post Construction - Stacked/Hidden Verticies

Stacked verticies are two verticies that occupy the same space, but are not connected. It is nearly impossible to spot, but luckily you don't have to. By using the "join closed verticies" tool you can automatically connect all vertices on top of, and in close range of each other.
[Image: 001optimization07.png]
[Image: 001optimization08.png]
Make sure you are only building your model with in one group. Verticies will not join if they are stacked on different groups. The tool can be found in the Object drop down menu of Metasequoia. Use. It. Regularly.

3.5 Post Construction - Unconnected Faces

Unconnected faces are one of the more common problems, one which is easily overlooked. It comes from when a Verticie is not attached to all of the surrounding faces, creating an invisible gap in the mesh that will cause rendering issues in-game.
[Image: 001optimization01.png]
You can see these two verticies are touching the faces around them, and there are no visable gaps. This is what makes spotting unconnected faces difficult. However, by knowing a face can connect to no more than four verticies, we can begin to spot these problems. Faces are either quads or tris, no more, no less.
[Image: 001optimization02.png]
The Verticies are now connected properly.

A simple way of spotting these gaps is to turn off all the verticiles and wireframe in your main viewport, and look at the model.
[Image: 001optimization03.png]
This is what you are looking for. This indicates one of two things: There is an unconnected face, or a hidden face connected to that like at an adjacent angle.

3.6 Post Construction - Double Sided Faces

Double Sided faces are when two faces are placed back to back and connected by the same verticies. They are similar to hidden faces, only in some cases they can be useful. For example, if they are hidden with in the model, delete them. But if they are covering the underside of the canopy interior, then they are okay. Double sided faces do not cause rendering issues, but having hidden doublefaces will increase your poly count. You want to keep your mesh optimized, so remove any hidden double faces.

3.7 Post Construction - Useless faces/vertices

Useless faces and vertices are sections of the model with extra verticies (and therefore faces) that do not add any detail to the mod, and simply do not need to be there. By removing them, we optimize the model and reduce our poly count, and that is our goal.
[Image: 001optimization13.png]
These faces were left over from my method of construction, but are no longer needed now that the model is finished, so let's get rid of them!
[Image: 001optimization14.png]
Not only is it tidy, but it will also be easier for you to texture your model with a clean mesh.

3.8 Post Construction - Final Notes

Optimizing your mesh and removing mistakes is important. You do now want to be going back and fixing your mistakes after you start texturing, or you may be forced to start texturing all over again!

No one us going to fix your mistakes for you, if you want your ship to be in the game you have to do it yourself!

Once you are satisfied your model has no more errors or useless verticies, it is time to texture.

http://i668.photobucket.com/albums/vv46/Ni...gcloudscopy.png
Image turned into a URL because it made your sig too tall. -Zuke
|Ashes and Draya's Epic Adventure|Ashes "Nighthawk" Yotaka|Nightfall|Eva Jones|
[5:50:49 PM] JakeSG (William Darkmoor) says: I like you, Ashes. You're more cynical than God.
[Image: SLRU.png]
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Messages In This Thread
Nighthawk's BB-rific complete guide to ship building for Freelancer - by tansytansey - 05-16-2010, 02:01 AM
Nighthawk's BB-rific complete guide to ship building for Freelancer - by tansytansey - 05-16-2010, 02:07 AM
Nighthawk's BB-rific complete guide to ship building for Freelancer - by tansytansey - 06-05-2010, 12:00 AM

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