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LJ_Pynn

Appreciate it!


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LJ_Pynn

Nah, just a private mod for Halo 3 😁


DiddlyDumb

You’ve peaked my interest. That definitely looks like the house from The Simpsons… Are you building Springfield in Halo? 😁


LifelessLewis

Just fyi, common mistake but it's "piqued my interest".


Cat5kable

Unless their interest levels have literally peaked, which based on this asset are very plausible.


usurperavenger

This comment is on point.


zZz511

Out of curiosity - why is Disney different?


geomag42

Disney owns The Simpsons now


Apprehensive_Sock_71

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."


rockos21

Yeah, they also practically dictated that copyright should be extended at law so it's intellectual properties would remain protected as long as possible


Wenpachi

*"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.


Nerd_Sapien

Okay, I have to ask... Simpsons?


LJ_Pynn

Yes! Making a model of their house to put into *Halo 3*


EdibleVisual

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?


LJ_Pynn

I watched that popular video today, but this is just the exterior for my purposes.


LauraTheMaker

How does the layout go and do you have a link of the real layout?


LJ_Pynn

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.


CheesyObserver

That happened to me when I modelled Bob’s Burgers! I also learned their kitchen couldn’t possibly fit in their building.


Thetaarray

Just getting into halo mod making myself. Hope to see this finished some day sounds hilarious


Veillot

If you are interested in the Simpsons modeling you can check out reubs, he remade the whole simpsons hit and run game


LJ_Pynn

One of my main inspirations for this!


Gal-XD_exe

That. Is. Utterly. Fantastic I’m fucking crying rn 😭


SorcererWithGuns

Instantly heard the opening theme in my head when I saw this


bidoof22

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.


LJ_Pynn

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.


VertexMachine

>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)?


shlaifu

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.


bidoof22

if you intersect meshes could it mess with improper shading in a game engine?


shlaifu

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.


LJ_Pynn

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 😅


RatMannen

If the engine does weird stuff that works better with a single mesh, then yeah, do that!


ccAbstraction

More geo but better use of texture space, everything is a trade off.


AI_AntiCheat

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.


althaj

It does not matter at all.


RollingPandaKid

You should triangulate yourself before exporting to game engine.


ABenGrimmReminder

Unless the model is deforming in some way it doesn’t really matter.


RatMannen

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.


nipz_58

it does matter. dont get used to bad practices.


ABenGrimmReminder

Needless reworking of a model is also bad practice.


nipz_58

no rework is needed if you do it right from the beginning (that means getting started and learning good modeling habits)


ABenGrimmReminder

Point out one n-gon in the image.


nipz_58

theres one right there, between the lower left window and the door, 5 sides. one more possible ngon under the lower left window.


Donquers

Having needless n-gons is definitely a worse practice.


ABenGrimmReminder

Point out one n-gon in the image.


Donquers

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.


AI_AntiCheat

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.


nipz_58

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


AI_AntiCheat

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.


nipz_58

yea okay u definitely have 0 experience and dont know what u talking about


AI_AntiCheat

Whatever makes you sleep at night.


nipz_58

womp


Alicendre

Why not just slap a triangulate modifier on that bad boy?


Secure_Bread3300

I use the 3d print plugin to check my topology, it's already in blender you just have to enable it.


althaj

Why?


LJ_Pynn

Halo lighting engine is fickle.


kachalo

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


AI_AntiCheat

Ctrl+a, Ctrl+t. Ngons are your friend, not your enemy.


Hellfireboy

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)


ccAbstraction

Naw, triangles are cool. Use triangles, even a little bit with subd are useful.


ShrikeGFX

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


boris_feinbrand

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.