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Posts from Guide on adding a new model, animation, and creature to HoMMV

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#186
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The model itself, in FBX format; I don't have Blender.
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#187
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In general, I managed to solve your problems; the Tower with almost 30k polygons was exported with smoothing groups. Here's what it looks like.
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#188
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footman
Generally speaking, I managed to solve your problems; the Tower with almost 30k polygons was exported with smoothing groups. Here's what it looks like.

This gives hope =)
But how you did it is unclear =)
I would appreciate a step-by-step video process; maybe I just didn't click something extra in Maya or don't know what else I need to do.=(
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#189
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Regarding smoothing, I can say that your tower is recognized in Maya as an **editable poly**, which is why smoothing wasn't exported. I had to import it into 3ds Max, convert it to an **editable mesh**, and then import it into Maya with smoothing.

Added after 33 seconds
And I don't know how to fix this in Blender.
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#190
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I exported a simplified version of the Tower.
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#191
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I would refine the top part.
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#192
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footman
The top part could be improved).

This is a model of the Magic Guild, a level 5 city building, the Tower, from Heroes 3. I planned to use it to replace the Hall of Enlightenment. Making it 3x3 cells like the Arena/Marletto Tower.
The top part is like that according to the canon =)


I assume the smoothing was done again using 3D Max?)
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#193
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Waterfall_13
This is a model of the Magic Guild, a level 5 city Tower from Heroes 3. I planned to use it to replace the Library of Enlightenment. Making it 3x3 cells like the Arena/Marletto's Tower.
The top part is made according to canon =)


I assume that smoothing was done again using 3D Max?
I didn’t do any smoothing; I just changed the object type (editable poly) to another one (editable mesh).

In the simplified version of the Tower, the vertices at the top are not connected, resulting in a circular hole, and some polygons are not displayed due to the unfolding there.
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#194
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footman
I didn't do any smoothing; I just changed the object type from editable poly to another one (editable mesh).

In the simplified version of the tower, the vertices at the top are not connected, resulting in a circular hole, and some polygons are not displayed due to the unwrapping there.

Yeah, there are definitely some flaws =)
I tried to simplify it as much as possible, and probably didn't connect everything properly in the low-poly model.
Also, the texture wasn't baked very well, which was partly due to the UV mapping (the cut on the back of the dome). Ideally, it would be good to clean up the patched areas somehow in Photoshop.

But until I figure out how to preserve smooth shading during export, all this isn't critical. Angular models don't suit me; I need smooth ones =)
I wouldn't want to download 3ds Max again (I used to try it, and Maya too, but frankly, they're both rubbish compared to Blender, but that's just my IMHO).
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#195
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Waterfall_13
Yeah, there are some flaws =)
I tried to simplify it as much as possible, and I probably didn't connect it properly in low poly.
And the texture didn't bake very well, which was partly due to the UV mapping (the cut on the back of the dome). Ideally, it would be good to clean up the patched areas in Photoshop.

But until I figure out how to maintain smooth shading during export, it's not critical. I don't like angular models; I need smooth ones =)
I don't really want to download 3ds Max (I tried it once, and Maya too, to be honest, it's not as good as Blender, but that's just my opinion).
Well, based on my limited experience, Maya is more suitable for creating skeletons, skinning, and possibly creating animations, while Max is more convenient for creating the models themselves (Maya has some silly features that sometimes turn even simple bug fixes into a nightmare).
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#196
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footman
Based on my limited experience, Maya is better suited for creating skeletons, skinning, and possibly for creating animations, while Max is more convenient for creating the models themselves (Maya has some stupid quirks that sometimes turn even simple bug fixes into a nightmare).
I completely agree with this. Although you can edit models in Maya, it's much easier in Blender or Max. As for animations, yes, Maya is good for that. I will start working on my animations sometime after I stop getting frustrated with the fact that the scripts in the map editor are confusing and constantly crash the editor, which caused me to lose one map and a lot of progress.
#197
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Guys, can anyone help me with my question? I asked it on page 12.

Added 1 hour 28 minutes ago
Or, please provide a link to download a good version of Heroes 5 for modding, because every time I download it, there's some kind of issue. In one map editor, it doesn't work properly, and in another, there's no H5MMods folder, so I can't upload files from the map, and the progress doesn't reset. I managed to load Latnik, but now I have a problem with this folder.
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#198
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Just popping in here like a random passerby.
And why 30k polygons for a simple tower that the player sees from a distance on the global map? The same information, without losing "quality," could be conveyed with 1k-3k polygons.
Группа в вк посвящённая моим модам

Страничка моего последнего мода на ModDB

Моя страничка на Artstation,
где можно посмотреть и повертеть внутри браузера мои 3d модели.
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#199
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zahar0z
Let me chime in as a passerby.
Why 30k polygons for a simple tower that the player sees from a distance on the global map? The same information, without losing "quality," can be conveyed with 1k-3k polygons.

The model that is prepared for the game has 3.4k tris. And 30k is a high-poly model for texturing, which will not be loaded into the game.
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#200
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hello everyone, here are some examples. I exported the model, the skeleton, and the geometry. The log shows everything as in the example, all the folders and text files are also there, but it still doesn't display in the editor. Is no one aware of what might be wrong?



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