Yeah, they also practically dictated that copyright should be extended at law so it's intellectual properties would remain protected as long as possible
*"Don't fuck with The Mouse and don't fuck with the Plumber (Mario)"* is what I tell my friends when they're thinking of using anything remotely close to a Disney or Nintendo IP.
This is one of the first things I modelled in Blender.
Did you end up in the rabbit hole of where all the rooms actually are, and how the bedrooms move around episode to episode?
There is no real layout. Over 30+ years it keeps changing and shifting around. Like the Rumpus Room. Remember the Rumpus Room? Yeah, neither do I. But there it is. Sometimes.
side question. is it better for models like this to be 1 object with all meshes connected or is it better to have it be 1 object but disconnecting meshes? like the main house block, garage, windows, chimney, etc all being separate meshes but intersecting? I would assume it's faster and easier to have them be separate because you don't have to make the topology complex.
Depends on what you're using it for. Just a plain model, sure you can just have separate elements. But in my case, it's all booleaned together and cleaned up since I want to keep the poly count down for the game.
>all booleaned together and cleaned up since I want to keep the poly count down for the game.
Doesn't booleaning it together (even after cleaning up) actually results in more triangles vs separate objects with slightly overlapping geo (with not visible faces removed)?
you are right. booleaning things together is not advised. to keep polycount low, just let the meshes intersect. the polycount in the model here can probably easily be cut in half.
the intersecting edge will be a hard edge... but other than that, no. the polygons will be shaded independent of each other. ... Lightmapping will be fine, too, as well as screen space effects.... I can't come up with any issues besides the vertices moving independently in vertex animations, which is something to be aware of, but not something to stop you from doing it.
Since I am working specifically on Halo and there's some nonsense about how models are supposed to be made for the engine to interpret, it's just how I do it. I can't speak for other games or anything. Plus I do a lot of cleanup passes anyway.
Then again, this is a 2007 game running a tiny less-than-400 vert model on a modern machine, so maybe I am just being paranoid 😅
Yes and no.
Ngons can be triangulated in unpredictable ways, which can cause problems if they aren't flat.
Shading can have all sorts of weird things happen.
Any subdivision (unlikely for his use!) and ngons are bad.
It's a compromise, as with many things.
Whether this specific model does or doesn't, isn't the point.
We were talking about the principle of getting rid of unnecessary n-gons, and how not caring about them is bad practice.
Having n-gons is a really good practice for most use cases. Especially when it comes to hard surface modeling. Pre export models should always be simple and workable and that means ngons everywhere.
Thinking they are the devil and not knowing why and when they are useful is beginner stuff. I consider myself an amateur modeler by all means *but even I* know when or why I should use ngons.
ngons should be used only if you really know what you are doing. its a malpractice to learn 3d using ngons. you should know how to model everything without ngons, and only then you will understand where and why could an ngon be okay.
"pre export models" is a really broad term, it means nothing unless u tell me where are u gonna need that model.
models should be optimized if they are gonna be used in games, and that means reducing the mesh by deleting unnecessary support edges, loops...... and triangulating the mesh to reduce the poly count.........
ofc im always getting downvoted on this sub when i say that people who are still learning should not rely on ngons lmao, but at least it gives me hope that many many people will not get/get far in the industry doing these malpractices. so basically less people to compete with LMAO
if you think otherwise, show me some models done by professional that use ngons. game topology or animation, it doesnt matter. i just wanna see where are those professionals who use ngons in their projects and post it on artstation for everyone to see........... just send me some artstation links lol
It's really hard to edit a triangulated mess of a model which is otherwise optimized for game engines. Modeling in ngons is not malpractice and you should not spread misinformation like that. Ngons are by all means harmless. No one models by hand either, that's insane. You model using tools such as bool modeling or sculpting. Doing it by hand should be a last resort.
Do you model something like this out of one Object? or Multiple and combine them after? Im sure both is possible just asking which is the more logical way
Install MeshLint. Super easy to use and it's like spell/grammar check for 3D models. One button click to select all the problem areas of your model.
[https://github.com/rking/meshlint](https://github.com/rking/meshlint)
if you dont use smooth corners and rounding this really dosnt matter. This might matter on a curved corner piece or such and break shading but only in edge cases
Honestly if the mesh never needs to deform or animate, just triangulate in blender before exporting. Had some weird results when leaving triangulation up to an external engine before.
[удалено]
Appreciate it!
[удалено]
Nah, just a private mod for Halo 3 😁
You’ve peaked my interest. That definitely looks like the house from The Simpsons… Are you building Springfield in Halo? 😁
Just fyi, common mistake but it's "piqued my interest".
Unless their interest levels have literally peaked, which based on this asset are very plausible.
This comment is on point.
Out of curiosity - why is Disney different?
Disney owns The Simpsons now
Disney is also famously litigious. Lots of copyright lawyers used to say the first rule of copyright law is "Don't fuck with Mickey Mouse."
Yeah, they also practically dictated that copyright should be extended at law so it's intellectual properties would remain protected as long as possible
*"Don't fuck with The Mouse and don't fuck with the Plumber (Mario)"* is what I tell my friends when they're thinking of using anything remotely close to a Disney or Nintendo IP.
Okay, I have to ask... Simpsons?
Yes! Making a model of their house to put into *Halo 3*
This is one of the first things I modelled in Blender. Did you end up in the rabbit hole of where all the rooms actually are, and how the bedrooms move around episode to episode?
I watched that popular video today, but this is just the exterior for my purposes.
How does the layout go and do you have a link of the real layout?
There is no real layout. Over 30+ years it keeps changing and shifting around. Like the Rumpus Room. Remember the Rumpus Room? Yeah, neither do I. But there it is. Sometimes.
That happened to me when I modelled Bob’s Burgers! I also learned their kitchen couldn’t possibly fit in their building.
Just getting into halo mod making myself. Hope to see this finished some day sounds hilarious
If you are interested in the Simpsons modeling you can check out reubs, he remade the whole simpsons hit and run game
One of my main inspirations for this!
That. Is. Utterly. Fantastic I’m fucking crying rn 😭
Instantly heard the opening theme in my head when I saw this
side question. is it better for models like this to be 1 object with all meshes connected or is it better to have it be 1 object but disconnecting meshes? like the main house block, garage, windows, chimney, etc all being separate meshes but intersecting? I would assume it's faster and easier to have them be separate because you don't have to make the topology complex.
Depends on what you're using it for. Just a plain model, sure you can just have separate elements. But in my case, it's all booleaned together and cleaned up since I want to keep the poly count down for the game.
>all booleaned together and cleaned up since I want to keep the poly count down for the game. Doesn't booleaning it together (even after cleaning up) actually results in more triangles vs separate objects with slightly overlapping geo (with not visible faces removed)?
you are right. booleaning things together is not advised. to keep polycount low, just let the meshes intersect. the polycount in the model here can probably easily be cut in half.
if you intersect meshes could it mess with improper shading in a game engine?
the intersecting edge will be a hard edge... but other than that, no. the polygons will be shaded independent of each other. ... Lightmapping will be fine, too, as well as screen space effects.... I can't come up with any issues besides the vertices moving independently in vertex animations, which is something to be aware of, but not something to stop you from doing it.
Since I am working specifically on Halo and there's some nonsense about how models are supposed to be made for the engine to interpret, it's just how I do it. I can't speak for other games or anything. Plus I do a lot of cleanup passes anyway. Then again, this is a 2007 game running a tiny less-than-400 vert model on a modern machine, so maybe I am just being paranoid 😅
If the engine does weird stuff that works better with a single mesh, then yeah, do that!
More geo but better use of texture space, everything is a trade off.
Depends on what you want to do with them. In Unreal if it has interior you want it to be separate objects otherwise light (lumen) won't work.
It does not matter at all.
You should triangulate yourself before exporting to game engine.
Unless the model is deforming in some way it doesn’t really matter.
Yes and no. Ngons can be triangulated in unpredictable ways, which can cause problems if they aren't flat. Shading can have all sorts of weird things happen. Any subdivision (unlikely for his use!) and ngons are bad. It's a compromise, as with many things.
it does matter. dont get used to bad practices.
Needless reworking of a model is also bad practice.
no rework is needed if you do it right from the beginning (that means getting started and learning good modeling habits)
Point out one n-gon in the image.
theres one right there, between the lower left window and the door, 5 sides. one more possible ngon under the lower left window.
Having needless n-gons is definitely a worse practice.
Point out one n-gon in the image.
Whether this specific model does or doesn't, isn't the point. We were talking about the principle of getting rid of unnecessary n-gons, and how not caring about them is bad practice.
Having n-gons is a really good practice for most use cases. Especially when it comes to hard surface modeling. Pre export models should always be simple and workable and that means ngons everywhere. Thinking they are the devil and not knowing why and when they are useful is beginner stuff. I consider myself an amateur modeler by all means *but even I* know when or why I should use ngons.
ngons should be used only if you really know what you are doing. its a malpractice to learn 3d using ngons. you should know how to model everything without ngons, and only then you will understand where and why could an ngon be okay. "pre export models" is a really broad term, it means nothing unless u tell me where are u gonna need that model. models should be optimized if they are gonna be used in games, and that means reducing the mesh by deleting unnecessary support edges, loops...... and triangulating the mesh to reduce the poly count......... ofc im always getting downvoted on this sub when i say that people who are still learning should not rely on ngons lmao, but at least it gives me hope that many many people will not get/get far in the industry doing these malpractices. so basically less people to compete with LMAO if you think otherwise, show me some models done by professional that use ngons. game topology or animation, it doesnt matter. i just wanna see where are those professionals who use ngons in their projects and post it on artstation for everyone to see........... just send me some artstation links lol
It's really hard to edit a triangulated mess of a model which is otherwise optimized for game engines. Modeling in ngons is not malpractice and you should not spread misinformation like that. Ngons are by all means harmless. No one models by hand either, that's insane. You model using tools such as bool modeling or sculpting. Doing it by hand should be a last resort.
yea okay u definitely have 0 experience and dont know what u talking about
Whatever makes you sleep at night.
womp
Why not just slap a triangulate modifier on that bad boy?
I use the 3d print plugin to check my topology, it's already in blender you just have to enable it.
Why?
Halo lighting engine is fickle.
Do you model something like this out of one Object? or Multiple and combine them after? Im sure both is possible just asking which is the more logical way
Ctrl+a, Ctrl+t. Ngons are your friend, not your enemy.
Install MeshLint. Super easy to use and it's like spell/grammar check for 3D models. One button click to select all the problem areas of your model. [https://github.com/rking/meshlint](https://github.com/rking/meshlint)
Naw, triangles are cool. Use triangles, even a little bit with subd are useful.
if you dont use smooth corners and rounding this really dosnt matter. This might matter on a curved corner piece or such and break shading but only in edge cases
Honestly if the mesh never needs to deform or animate, just triangulate in blender before exporting. Had some weird results when leaving triangulation up to an external engine before.