PSP Model Created 18 years ago2006-05-22 21:55:47 UTC by stoopdapoop stoopdapoop

Created 18 years ago2006-05-22 21:55:47 UTC by stoopdapoop stoopdapoop

Posted 18 years ago2006-05-22 21:55:47 UTC Post #181584
My dad installed linux on my modeling machine a little while ago, and he wouldnt let me use windows for a few weeks. So to get started modeling again I made a PSP.
User posted image
Whaddaya think?
Posted 18 years ago2006-05-22 21:57:51 UTC Post #181585
Its alright.

Proportions are a bit off, though.
Luke LukeLuke
Posted 18 years ago2006-05-22 22:10:22 UTC Post #181586
Proportions seem alright to me, what parts are you talking about exactly?
Posted 18 years ago2006-05-22 22:27:33 UTC Post #181588
Looks good, the bottoms are a bit square, unless thats just the picture...texture that baby up :P
Posted 18 years ago2006-05-23 02:48:19 UTC Post #181601
Nice.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-05-23 03:40:42 UTC Post #181608
Looks great :)
Daubster DaubsterVault Dweller
Posted 18 years ago2006-05-23 04:23:45 UTC Post #181613
Is it intended for game usage, or just rendering purposes? If it's for a game project, polycount/wire? If it's for a render - I would smooth it out abit more. Bevel the screen, smooth the edges slightly, etcetera. Other than that it looks like a good start.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-05-23 04:34:57 UTC Post #181617
Very acurate...You know General Vivi made a PSP rats map for CS:S.

Let me get a picture:
User posted image
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-05-23 05:16:25 UTC Post #181619
I've informed Sony of your copyright infringement
Posted 18 years ago2006-05-23 07:49:56 UTC Post #181631
It is for ingame. I can post up the wires when I get home.

And also I accidentally uploaded the wrong render, In my more recent one the bottom is smoothed out. I have modeled that extruded white part running around the outer edge (Like where the power switch is). And I also have the buttons on the right extruded little bit more.

I am planning on getting a good texture on this thing and I was also going to mess around with render materials on it too. Just for experience. Like how the buttons have a glassy outside but the actual black part with the shapes on it are on the back face of the button.

Also, I don't know how much I like General Vivi's PSP. He took the lazy way out when making the buttons and he just got the overall shape down. but not all the faces on the PSP are flat like that.

And thanks Jobabob :P
Posted 18 years ago2006-05-23 07:49:57 UTC Post #181632
What do I think about it?
This is what I think
Posted 18 years ago2006-05-23 12:26:10 UTC Post #181650
I want one!
The model that is, not a PSP. Eww!

The proportions are all but perfect, might I add. Great work.
Posted 18 years ago2006-05-23 12:37:27 UTC Post #181656
Worldcraft...that was f*ckin' awsome!!
TawnosPrime TawnosPrimeI...AM...CANADIAN!
Posted 18 years ago2006-05-23 13:21:12 UTC Post #181663
Looks alright, smoothing on the groups could be better, dont knwo what your using but in MAX you can let it autosmooth it under the mesh editing sub menu's(polygon, element).
Posted 18 years ago2006-05-23 15:40:12 UTC Post #181688
I'm using XSI 5.0

But it seems like using smoothing groups on a render would be immoral for a model that is to be used ingame.

And I've got to say, my rotoscopy image dissagrees with those of you that say my proportions are off. The thickness my be off, But I don't think that's what you guys were talking about.

I'll get the more recent renders up soon.
Posted 18 years ago2006-05-23 17:18:08 UTC Post #181704
When I said "All but perfect" I meant "really good". k?
Posted 18 years ago2006-05-24 07:41:10 UTC Post #181763
Ah, I get it now. :D

Come to think of it, I should have known becuase I knew someone who used to say all but perfect.
Posted 18 years ago2006-05-24 07:43:46 UTC Post #181764
Stoopdapoop, im not sure you understand what smoothing groups are, they define the smoothing on the surfaces, phong shading to be exact, this is a standard rendering on all models in games. also in half-life1/2. It doesnt increase the polycount, it only improves the visuals on models and can help to define sharp edges.
Posted 18 years ago2006-05-24 08:42:27 UTC Post #181771
Actually, Gouraud shading is more of a standard, not necessarily Phong shading. Half-Life doesn't use Phong shading, neither does Half-Life 2 (shading is pretty material-dependent there anyway).

And what's wrong with smoothing groups? They just affect the vertex normals, nothing fancy or immoral... :)
Posted 18 years ago2006-05-24 08:44:23 UTC Post #181772
Ah, it is indeed material dependent, though in max the default is phong though :) .
Posted 18 years ago2006-05-24 08:49:35 UTC Post #181773
In HL it was Gouraud or at least basic diffuse shading that was standard, Phong adds some specularity and color to it as far as I know. I always think it looks so plastic.

I mean, why would Doom3 waste all these resources when there's good 'ol Phong? :P

Nice PSP bytheway. Good work on the details like buttons and trims. :)
Posted 18 years ago2006-05-24 12:39:35 UTC Post #181839
Ping Phong :) .

I always thaught it was phong shading, since you can specify it in a batch compiler.
Posted 18 years ago2006-05-24 12:44:26 UTC Post #181844
Look at wikipedia for Phong and Gouraud (or Lambertian) shading. Explains a lot. :)

I've been working on a model loader for a school project recently, hence my little research. ;)
Posted 18 years ago2006-05-24 15:18:49 UTC Post #181884
Ah, thanks for the clarification guys. You are right I didn't know what a smooth group was. I looked back on one of my dusty memories from before I was really into modeling and I saw in my head a tutorial on making a car using smooth groups -_-. I was obviously wrong, or I saw the word and made a wrong assumption but either way, I now know what a smooth group really is.

But check this out
3ds max has its origins in the mid-1980?s program called ?CAD-3D? written by Tom Hudson on the Atari ST computer. It and other Antic software products were culled together and ultimately became the 3D Studio product line developed by the Yost Group and Autodesk. 3D Studio evolved into 3ds max in the mid 1990?s. Due to this historical evolution of the software, 3ds max still uses the 1980?s concept of ?smoothing groups? to represent the smoothing on mesh objects rather than the more ideal, accurate and modern ?vertex normals? method. Smoothing groups are just an approximation of the original smoothing information contained in the source CAD model. Smoothing groups have problems representing the original smoothing for CAD objects which share smooth and abrupt angles within the same mesh model and on the same set of triangles. The problems will manifest themselves as ?black bands? as well as visible seams along triangle boundaries. In addition, 3ds max has inherently had problems rendering very thin and long ?sliver? triangles which are common from data obtained from meshed CAD solids data. Several suggestions are available. First, for the problematic mesh model in question, select it inside 3ds max and apply a ?Smooth? object-space modifier to it; enable the ?Auto-smooth? and optionally enable the ?Prevent Indirect Smoothing? checkboxes. Alternatively, what you need to do is break apart the problematic mesh model so that the parts which are smoothed and the parts which have abrupt angular changes are in two different mesh models; this latter suggestion is rarely, if ever, required to be done. Even though 3ds max uses smoothing groups it still does provide ?32 bitmaks? per vertex (internally within its database) and thus provides some good freedom to approximate the original vertex normals of the CAD data with the new smoothing group flags per vertex; this should be compared to Lightwave which only has a single smoothing cut-off angle per-material-per-mesh object and thus has much less freedom to recreate the smoothing properly. - Updated: October 19, 2004
I got this from http://www.okino.com/faqs_output_dir/12.htm

It looks like I have to mange something other than smoothgroups to make this look better.

I will have to look more onto Phong and Lambertian shading, because XSI from what I am seeing does not have Gouraud shading, But It might be floating around on the internet somewhere for XSI. Once again, thank you guys for your compliments and critiques. I like it here because on other forums I either get "ZOMG AwEsOmE" or very little feedback, and you guys just do it up. :)
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