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4 years ago
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I was struck by the idea of creating... hmm, I don't know how to beautifully call it))) Let's just call it an "inverted 3D diorama" of a city =)

The process is very long. Since all the models are low-poly, and their beauty lies in the textures, and the 3D printer will only print the bare geometry... that is, a very low-poly "G."

Therefore, all the models need to be restored, remodeled from the low-poly reference into a high-poly (or mid-poly) model.
Here's an example:



Has anyone worked on something similar?

And in general, has anyone dreamed of having such a city printed and standing near your monitor or on a shelf? Or am I just wasting my time?)


Final result:
I uploaded the resulting model to ArtStation's marketplace. The price is 0 dollars. Download, print, and enjoy 😉

LINK


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4 years ago
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My brother is into 3D printing. Usually, he prints models downloaded from the internet, but sometimes he quickly models small household items. So, I think he's well aware of all the nuances related to ribs, layers, supports, and other things. If that's what you're interested in, I can give him a link to the post.
And yes, it's a great idea. Ideally, you could then paint the model with brushes; that would be amazing.
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4 years ago
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Ment
My brother does 3D printing. Usually, it's models downloaded from the internet, but sometimes he quickly models various household items. So, I think he's well aware of all these features related to ribs, layers, stands, and so on. If that's what you're interested in, I can give him a link to the post.
And yes, it's a cool idea. Ideally, you could then paint the model with brushes, and it would be even better.

Hmm, I meant, has anyone done this with Heroes 5? =)

And yes, I also have some experience with 3D printing. I modeled and printed 8 buildings from Heroes 3.
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4 years ago
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Regarding Heroes 5... I have a strong feeling that yes, but all I remember is a complete set of printed castle cards from Heroes 3!
In reply to }{0TT@6bI4
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4 years ago
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}{0TT@6bI4
Regarding Heroes 5... I have a strong feeling that's the case, but all I can recall is a complete set of printed castle cards from Heroes 3!

A complete set? Could you share a link? I'm now curious.
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4 years ago
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https://vk.com/wall-3645901_1644

I don't quite remember how many creatures there should be in Heroes of Might and Magic III, but it seems like everything is here smile01
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4 years ago
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Production (not yet complete)





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3 years ago
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Oh, I completely forgot about this topic =)

I uploaded the final result to the ArtStation marketplace. It costs 0 bucks. Download it, print it, and enjoy 😉

LINK

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3 years ago
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Waterfall_13
Oh, I completely forgot about this topic =)

I uploaded the final result to the ArtStation marketplace. It costs 0 dollars. Download it, print it, and enjoy 😉

LINK

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Oh, is that Blender? I get it. It's not really related to the topic...
But I can ask - can you explain Blender, which I've just started learning...?
I didn't have this question in 3ds Max, I don't know why. I used 3ds Max for another game series, and everything worked fine. But now, in Blender, I have this question: "shade smooth" - as someone suggested on another site (but didn't elaborate), it's basically just a VISUAL effect; the model doesn't actually become smoother.
So, here's my question, or rather, a series of related questions, if you can, please explain!!! -
What is the purpose of "shade smooth"? How do I properly prepare a model for export to a game so that it is smooth and has a good appearance? In 3ds Max, I did two things for the model: "autosmooth 45" (is "shade auto smooth" in Blender the equivalent?) and I used the "edit normals" modifier to bring the normals "to a normal state," so that the polygons, I don't know how to explain it, just made the model look normal and smooth in the game and generally looked good.
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3 years ago
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Pavlinho
Oh, is that Blender? I get it. It's a bit off-topic...
But I can ask - could you explain Blender, which I've started learning a bit...?
I didn't have this question in 3ds Max, I don't know why. I used 3ds Max for a different series of games, and everything worked fine. But now, in Blender, I have this question: "Shade Smooth," as someone suggested on another site (but that's all they said). Is it just a visual effect? Does the model not actually become smooth?
Here's my question, or rather, a series of related questions, if you can, please explain! -
What is "Shade Smooth" for? How do I properly prepare a model for export to a game so that it is smooth and has a good appearance? In 3ds Max, I did two things for the model: "Auto Smooth" with a value of 45 (is "Shade Auto Smooth" in Blender the equivalent?), and I used the "Edit Normals" modifier to bring the normals "to a normal state." That is, the polygons... I don't know how to explain it, but the model simply acquired a normal appearance and looked smooth in the game and generally looked correct.

Well, with "Shade Smooth," the model is smoothed automatically (when exporting to the game, the smoothing remains).
With "Shade Flat," it remains as it is, angular.
In principle, "Auto Smooth" can also be adjusted. You need to select "Shade Smooth," then "Edge Split," and then adjust the desired smoothing angle.



Or, in manual mode, mark the edges that need to be sharpened.


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3 years ago
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yeah, anti-aliasing is still present... good... about the other stuff - yes, I've already read/watched... edit split and Mark Sharp... wow, there are a lot of nuances in 3D... how can you learn and remember everything?
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3 years ago
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Pavlinho
of course, there are many nuances in 3D - how to learn and remember them all? ))))))))))))))))

It's a matter of practice; then you do it automatically without thinking 😉

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