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Fengol
11-11-2008, 03:17 PM
Hi, I know this isn't a game dev question but it's about a model for my game.

I've made a hexagon map piece for my game and I want to use it like the tiles in "Age of Booty" on Xbox 360 Live Arcade.

http://i139.photobucket.com/albums/q312/Fengol/tilepiece.jpg

But I can't figure out how to smooth just the top of it. I tried selecting just the faces, sub-dividing and subsurfing it; it it applies it to the whole model.

Gazza_N
11-11-2008, 03:23 PM
Normally you would just select the faces you wanted smoothed, hit the "Set Smooth" button under the Edit buttons, et voila. don't subsurf unless you want the entire model smoothed, as you've discovered. ;)

EDIT: Wait - are you looking to get rid of the polygonal lighting effect (ie, changing to a diffuse lighting effect), or are you looking to add more polygons? If you want to smooth those triangles, the above will work fine. Otherwise, Chippit's solution will work fine.

Chippit
11-11-2008, 03:29 PM
Subsurface modifiers will always affect the entire model, there is no way to apply it selectively, but you can change its effect on an edge-to-edge basis. If you really want to use it, instead of adding geometry with subdivisions and loop cuts, you can use the subsurf crease option on the edges to make the subsurf modifier interpolate linearly between them instead of smoothing and rounding them off.

Do that with Shift+E, or the Crease Subsurf option under Mesh|Edges in edit mode. Remember to set it all the way to positive 1.

Fengol
11-11-2008, 03:48 PM
I don't have to subsurf (it's just a function I know) I want a domed effect like the grass and desert tiles in Age of booty http://ps3media.gamespy.com/ps3/image/article/890/890106/age-of-booty-20080715044359561_640w.jpg

Gazza_N
11-11-2008, 03:54 PM
Select the faces, and click the "Set Smooth" button under the edit menu. You'll see it towards the bottom left, under your material selection.

Fengol
11-11-2008, 04:22 PM
Almost there! but I still have a point at the top :(

Chippit
11-11-2008, 04:40 PM
You'll want to additionally do what I suggested. It should result in something like this, after the the edge crease and smoothing only the dome section:
http://i113.photobucket.com/albums/n234/ch1ppit/example-1.jpg
http://i113.photobucket.com/albums/n234/ch1ppit/examplewire.jpg

Fengol
11-11-2008, 05:26 PM
I have NO IDEA how you did that :( I'm such a n00b

Chippit
11-11-2008, 05:36 PM
Lemme whip it up again for you, then I'll upload the file.

Chippit
11-11-2008, 05:39 PM
1x Domed hex mesh (http://mihd.net/nutsgmj). 'scuse the free host. Was the easiest thing I had on hand.

Fengol
11-11-2008, 05:54 PM
You sir, are a scholar and gentleman; Thank you!

Chippit
11-11-2008, 06:04 PM
My pleasure :)

Gazza_N
12-11-2008, 07:48 AM
<_<


>_>


Blender DevLAN, anyone? Chippit will teach. He will be rewarded with moar Python.

*Gazza slinks off inconspicuously*

Himmler
12-11-2008, 08:34 AM
I know with 3DS max you setup smoothing groups, then when using the smooth modifier, you can smooth using smoothing groups. I have no idea with Blender. Dunno if this helps in any way.

Fengol
12-11-2008, 08:45 AM
I was thinking the same thing! Blender is a free and easy-to-use tool that readily imports into XNA so that you can create your own models for 3D game development (or images for Game Maker) that every community developer should have some competent level of how to mold and texture in it.

I would like the see the community get to a competency level in Blender where any member can teach the basics like we teach Game Maker in devLANa and at rAge.

<Fengol add another tool to his arsenal of awesomeness>

Fengol
12-11-2008, 02:32 PM
I don't know if anyone has encounted this (thanks Aequitaas for the debugging help), but the axis for the blender models are swapped around. Z and Y are swapped around and it caused great confusion when using the normals.

Fengol
13-11-2008, 10:38 AM
Just so you don't think I'm resting on my laurels

http://i139.photobucket.com/albums/q312/Fengol/tilemap.jpg

Chippit
13-11-2008, 12:25 PM
Now you realise I'm going to keep nagging you to write a Dev.Mag tutorial on importing and using Blender models in XNA, right? :P

Fengol
13-11-2008, 01:40 PM
Please bug me! Cause I keep wanting to submit something and I'm constantly surprised I'm still noted as a contributor in the magazine!

Chippit
13-11-2008, 01:49 PM
Then I shall give you a reason to be included :P