Pls give us the example scenes - Page 3

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Thread: Pls give us the example scenes

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  1. #41
    Tris or quads? That's one question, I always had right from the beginning. Objects with triangles have mostly some kind of artifacts.

    At Frontier probably all game objets are created in Maya. And basically, in Maya (as well as in Blender) all objects are modelled with squares. That's why I'm surprised that in the TMT all objects should be uploaded with triangles.

    Maybe that's ONLY such another translation error in the basic guide that became Tris instead of Faces.

    Has anyone ever tried to import an object with squares instead of triangles in the TMT? Maybe that works (apart from the fact that the number of polygons would drastically decrease).

    Coaster Head Club Member, VIP, Early Bird

  2. #42
    Originally Posted by Spanky View Post (Source)
    Has anyone ever tried to import an object with squares instead of triangles in the TMT? Maybe that works (apart from the fact that the number of polygons would drastically decrease).
    It talks about tris in the guide only as an upper limit. No matter if you create an object using tris, quads, or a whole bunch of n-gons, it will always show you a tri count, because the program is always calculating that information in the background. If you create a model with 4100 quads, that will still be 8200 tris and the uploader will error out.

    I've uploaded objects made entirely of quads (koi fish) and objects with n-gons (signs), and it works just fine. But all of them were significantly under the tri count limit.
    -Sarrah W., aka Ms.RedNebula
    YouTube PlanCo shenanigans: https://www.youtube.com/c/MsRedNebula

  3. #43
    Thank you very much Sarrah for the explaination.

    Coaster Head Club Member, VIP, Early Bird

  4. Click here to go to the next staff post in this thread. #44
    The Thememaker's Toolkit Example Scenes are now up!

  5. #45
    Originally Posted by Chante Goodman View Post (Source)
    The Thememaker's Toolkit Example Scenes are now up!
    Thanks! But the links to the Material Examples are missing:



    Also, I was really hoping for a tree (under 8 meters of course) so I could study the way you guys have been making them -- any chance?

  6. #46
    Originally Posted by Chante Goodman View Post (Source)
    The Thememaker's Toolkit Example Scenes are now up!
    Oooh... I'll be sure to check these out tonight

    Wished I had chosen 3D modeling as a career choice - it's way more interesting and rewarding (with a touch of frustration of course!)
    early bird : coaster head : vip

  7. #47
    Planet Coaster Ambassador JoŽl's Avatar
    Originally Posted by KickAir8p View Post (Source)
    Thanks! But the links to the Material Examples are missing:

    https://i.imgur.com/sx83EiY.png

    Also, I was really hoping for a tree (under 8 meters of course) so I could study the way you guys have been making them -- any chance?
    I have already reported this as soon as the announcement about the example scenes was posted.

    Frontier is looking into it. Thanks for mentioning it.

  8. This is the last staff post in this thread. #48
    Originally Posted by KickAir8p View Post (Source)
    Thanks! But the links to the Material Examples are missing:

    https://i.imgur.com/sx83EiY.png
    Hello! We will be updating the text in the user guide to state that the material examples are coming soon! Thanks for pointing that out!

  9. #49
    Progress! THANKS!
    E dor Planet Coaster! #TeamPC #CosmicCowWow

  10. #50
    Hooray! This will go far in helping us understand how to make our objects better!
    -Sarrah W., aka Ms.RedNebula
    YouTube PlanCo shenanigans: https://www.youtube.com/c/MsRedNebula

  11. #51
    How about example scenes for 3ds max? Will they be added too or will the Maya scenes do well in 3ds max also.

  12. #52
    Im trying to migrate there .FBX files to older software IE, max and maya 2014 onwards but having a few problems, if i can get them working i will post. Sorry i cant be more helpfull.

  13. #53
    Originally Posted by Asgaurd64 View Post (Source)
    Im trying to migrate there .FBX files to older software IE, max and maya 2014 onwards but having a few problems, if i can get them working i will post. Sorry i cant be more helpfull.
    Why not open the .blend file and export it as a 3D Max file?
    Forum Sillyness:

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    Crowdy's Workshop
    twitter: @crowdy1980, YouTube: https://www.youtube.com/user/Padernoster

  14. #54
    Yes, it would be a simple way to do?
    At least the materials etc you can see easily. The blend file is rather simple. for me the biggest enjoyment was to look at the texture files. But then of course I haven't touched animations of any kind. I suspect it would be helpful there with actually looking into file.
    E dor Planet Coaster! #TeamPC #CosmicCowWow

  15. #55
    Interesting as i said before im not used to blender at all , but if you can export it to a maya or max legacy file, I will have a go. cheers for the info. I did try maya 2018 to maya 2014 animations, it got very messy .

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