Skip to content

Posts from Modding

No ratings yet — be the first to rate!
In reply to Frozensoull
User Avatar
#452
Auto-translated
Frozensoull
Here is the helmet that was in that archive, already processed.
https://yadi.sk/d/gQltgaWptEjm8g



However, it is somewhat angular.

Just the other day, I was editing the model of Archers and their variations and "borrowed" the helmet from the Crossbowmen; it is more... streamlined... Just in case, I will post it.

https://yadi.sk/d/AoBHSKuQa_DZbw

I will reveal one secret to you: these models are equally angular. There is one peculiarity in the models of comrade psatkha - the polygons are shaded at an angle, which is why the model looks angular (not all models have this problem). When I was making the Ifrit, I stole the head model (I often do this, and I suffer from pangs of conscience), then I processed it in Maya, and MIRACLE! the polygons stopped being shaded! It must be a bug in the program in which the model was processed
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr@mail.ru
User Avatar
#453
Auto-translated
fktifzobr@mail.ru
Let me share a secret: these models have the same angularity. There's one peculiarity with psatkha's models – the polygons are shaded diagonally, which makes the model look angular (not all models have this problem). When I was making the Ifrit, I stole the head model (I often do this, and I feel guilty about it). Then I processed it in Maya, and MIRACULOUSLY, the polygons stopped being shaded! It must be a bug in the program that the model was processed in.

Yes, Alias Maya 6.0 has a smoothing mode! By the way, where exactly in the GAME (not in the editor) were clearly defined edges noticed?!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to fktifzobr@mail.ru
User Avatar
#454
Auto-translated
fktifzobr@mail.ru
Let me share a secret: these models have the same angularity. There's one peculiarity with psatkha's models – the polygons are shaded diagonally, which makes the model look angular (not all models have this problem). When I was making the Ifrit, I borrowed the head model (I often do this, and I feel guilty about it). Then I processed it in Maya, and lo and behold, the polygons stopped shading! It must be a bug in the program that the model was processed in.

Because of the angularity, I don't really like psatkha's models (seriously, I got the impression that they either reduced the number of polygons or disabled smoothing). But I still don't understand if it's possible to convert the model without the angularity?
In reply to footman
User Avatar
#455
Auto-translated
footman
Because of their angularity, I don't particularly like the models by psatkha (seriously, I had the impression that they either reduced the number of polygons or disabled smoothing), but I still don't understand if it's possible to convert the model without angularity?

If you don't like it, don't use it! No one is forcing you to use my models! By the way, where exactly in the GAME (not in the editor) were clearly defined edges noticed?!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to psatkha
User Avatar
#456
Auto-translated
psatkha
If you don't like it, don't use it! No one is forcing you to use my models! By the way, where exactly in the GAME (not in the editor) were clearly defined edges noticed?!

Here are 3 examples: 1 with mirror reflection, 2 and 3 with gloss reflection; with gloss reflection, the angularity is not noticeable at all, right? On the other hand, the angularity is not noticeable when no reflection is used at all. As for "If you don't like it, don't use it," I don't have Maya or a working editor, so I have to use what I have – that's not a very good argument, you know.

In reply to psatkha
User Avatar
#457
Auto-translated
psatkha
Yes, Alias Maya 6.0 has a smoothing mode! By the way, where exactly in the GAME (not in the editor) were clearly defined edges noticed?!
by the way, I didn't see any edges in the game, even the head of Nicholas from UVH looks terrible in the editor, but it looks great in the game!

Added 5 minutes later
footman
Here are 3 examples: 1 with mirror reflection, 2 and 3 with gloss reflection. With gloss reflection, is the angularity not noticeable at all? On the other hand, the angularity is not noticeable when no reflection is used at all.
well, it's a double-edged sword, we have a turn-based strategy, and no one looks at the models that closely, but as a modder, I understand you, I also want my models to look good.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to footman
User Avatar
#458
Auto-translated
footman
Here are 3 examples: 1 with mirror reflection, 2 and 3 with gloss reflection. With gloss reflection, the angularity is not noticeable at all, right? On the other hand, the angularity is not noticeable when no reflection is used at all.
[/IMG]
[/IMG]

Well, and if you compare the helmet version from the alpha version with the official release, the number of vertices and faces is different. In principle, you can add the number of vertices and, consequently, faces for greater smoothness and roundness... if you divide each native face into three, then all the faces will be less angular!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to fktifzobr@mail.ru
User Avatar
#459
Auto-translated
fktifzobr@mail.ru
Let me share a secret with you: these models have the same angularity.

Well, it's more about the fact that they have the same number of faces (excluding the horns and crest) – that's true, but the helmet of the Archers is made smoother, and it's not even about shading. And they also have almost the same number of polygons (due to the crest and horns, the second one has slightly more).

For comparison


footman
but I still don't understand if it's possible to convert the model without angularity?

What's wrong with the Archers' helmet? It has even less angularity...


This is approximately what it looks like in the end:
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
In reply to Frozensoull
User Avatar
#460
Auto-translated
Frozensoull
Well, you could say that they have the same number of facets (except for the horns and the crest) - that's true, but the helmet of the Archers has smoother facets, and it's not even about the shading. And they also have almost the same number of polygons (due to the crest and horns, the second one has slightly more).

For comparison


now I'm going to be picky
the Archer's helmet can't be smoother because it has the same height, width, and polygon count as the other one; they are identical. The problem is in the shadows. If you take a screenshot and remove the shadows, you'll get almost the same picture (not counting the horns and the crest sticking out behind the hexagonal hemisphere).
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr@mail.ru
User Avatar
#462
Auto-translated
fktifzobr@mail.ru
I resaved the helmet using Maua, and the shadows normalized.

Did the number of vertices and faces change?!
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to fktifzobr@mail.ru
User Avatar
#463
Auto-translated
fktifzobr@mail.ru
now I'm going to nitpick

well, of course, I forgot that this is a favorite pastime of forum members :smile52:

fktifzobr@mail.ru

the crossbowman's helmet can't be smoother because it has the same height, width, and polygon count as the other one; they are identical. the problem lies in the shadows. if you take a screenshot and remove the shadows, you'll get almost the same picture (not counting the horns and crest sticking out behind the hexagonal hemisphere).

You don't need to try to prove to me that a square and a cube are the same shape because there is a difference between them, and there is also a difference between these helmets...

Without shadows, the helmet with the crest looks more streamlined, there's no arguing that, but its shape, defined by the polygons, remains the same.

Just enlarge the picture and look carefully at the arrangement of the faces on one helmet and the other, at the arrangement of the polygons and their connections; their geometric shape, although not drastically, is different.



Otherwise, each of us will stick to our own opinion; I don't see the point in discussing this further, especially since footman simply asked to rework the model, which was done.
Модификации для Heroes V 3.1:

[Модификация]Phoenix Vision - Комплексное модифицирование визуального аспекта игры.
[Модификация]UNIT-Баланс существ + визуальные изменения.
[Модификация]NewTransformUndead-Таблица поднятия нежити.

[Модификация]VisualFix-Устрание визуальных багов.

Карты для Heroes V 3.1:

[Карта][1x1]The Last Stand - Дуэльная карта финальных битв


Группа VK:
https://vk.com/club176978884
In reply to psatkha
User Avatar
#464
Auto-translated
psatkha
Has the number of vertices and faces changed?!
No, it's the same helmet; I just resaved it (I'm a complete novice in modeling; I don't know how to add faces or cut off unnecessary ones).
Frozensoull
I don't need you to try to prove that a square and a cube are the same shape because there is a difference between them, and there is also a difference between these helmets...

Without shadows, the helmet with the crest looks more streamlined; there's no arguing that, but its polygon-defined shape remains the same.

Just enlarge the image and look carefully at the arrangement of faces on one helmet and the other, at the arrangement of polygons and connections; their geometric shape, although not drastically, is different.
Indeed, there are differences; it's a matter of character – I sometimes overlook small details, which is why I might equate a cube and a square.
Мои мини-моды

Мод RTF

Мои NCF существа
In reply to fktifzobr@mail.ru
User Avatar
#465
Auto-translated
fktifzobr@mail.ru
No, it's the same helmet; I just resaved it (I'm a complete novice in modeling; I don't know how to add faces or cut off unnecessary parts).

There are indeed differences; it's a matter of preference – I sometimes neglect small details, which is why I might treat a cube and a square as equivalent.

It seems that the automatic smoothing option is enabled in the settings...
С уважением, Psatkha (Псатха)

---------------------------------------------

Неудачное планирование ведёт к неудаче ...

NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
In reply to Frozensoull
User Avatar
#468
Auto-translated
Frozensoull
Well, of course, it's obvious, I just forgot that it's a favorite activity of the forum participants :smile52:



There's no need to try to prove to me that a square and a cube are the same shapes, because there is a difference between them, and there is also a difference between these helmets...

Without shadows, the helmet with a crest looks more streamlined, there's no arguing that, but its shape, defined by polygons, remains the same.

Just enlarge the image and look carefully at the arrangement of faces on one helmet and the other, at the arrangement of polygons and connections, their geometric shape, although not drastically, is different.



Otherwise, each of us will stick to our own opinion, I don't see the point in discussing it, especially since footman just asked to process the model, which was done.

I meant to convert the model without sharp edges...

Statistics

Welcome our newest member: Emil