Request: Fruit

Hype

L1: Registered
Jul 18, 2011
11
8
I've been looking for an excuse to do some modeling so I thought I'd try to make some of your fruit.

orangebanana.png


I made the orange last night and I think the texture needs some work. The banana I made this morning and I'm rather satisfied with it. I'm going to keep making the fruits your requested as I can. Tell me what you think!

If a veteran is poking around in here, I'm curious about a few things:
How many faces should I be shooting for (any model, or a model this size)?
What texture size? I'm using 512 right now.
I tested the orange in hammer and there is ~.5 unit buffer around it, can I remove it?
At this size: LODs? Bump maps (when applicable)?​
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Try to keep it as low as possible, around 50 per fruit should be fine (note: I cannot think in tris so if that's wrong don't kill me).
512 sounds like it'd be enough for 3-4 fruit. They don't have to be very detailed IMO.
What do you mean by buffer?
I wouldn't use either for props this small. LoDs can't hurt if you have a stupidly high poly prop though.
 

Hype

L1: Registered
Jul 18, 2011
11
8
I have an orange model <200 tris looking alright. For a round object, the scout's baseball is around 800. I probably won't go that high, but will models 1/2 to 3/4 that number cause significant performance hits?

I didn't think of of four ups on a 512, but I might go with separate 256 files instead.

The buffer is the bounding box in hammer, but it isn't tight with the models. I was able to fix it somewhat by modifying the physics meshes, but I would prefer the box be flush, like on valve models.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Naw, they shouldn't. There's plenty of higher-poly models in the game that are used all the time.
 

Hype

L1: Registered
Jul 18, 2011
11
8
fruit01.png


A couple more models to add after a short vacation. Still ironing out the kinks in the process, but making progress.

I sure hope OP will come back to find that I working on these sometime, he missed my first post by a few hours. I will probably still put a pack of these together for anyone to use, if interested.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
If you do assemble a fruits pack, it would be awesome if you included some rotten and half-eaten fruit that can be used as detail scattered around abandoned buildings.
 
May 2, 2009
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Could you post some wireframe images of your fruits Hype? Im beginner with polygon modeling and would like to see how these are made.

Those are looking yummy :O
 

Hype

L1: Registered
Jul 18, 2011
11
8
If you do assemble a fruits pack, it would be awesome if you included some rotten and half-eaten fruit that can be used as detail scattered around abandoned buildings.

I was already considering a smashed fruit overlay or something, so I could probably work this kind of thing in.


Could you post some wireframe images of your fruits Hype? Im beginner with polygon modeling and would like to see how these are made.

I really mostly a beginner myself I'm kind of taking on this project for practice.

fruitwire01.png


I just used modelviewer for these. If you want something more substantial without textures I could try pulling something from blender and changing the picture.
I don't make the models with the triangles; I mostly use quads and then the non-planar faces add polys (which I want to know how to force planar quads, by the way). Additionally, these are kind of high-poly (<500) for what they are now, with the biggest offender being the bunch of bananas which I need to fix up anyway. If you're interested in how I made them, for the orange and pear I stared with a sphere and for banana I manually added vertexes (reference images help for this).
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Yeah those definitely need LoDs. At about 7-10 the polycount should be about halved.
 

Hype

L1: Registered
Jul 18, 2011
11
8
Yeah those definitely need LoDs. At about 7-10 the polycount should be about halved.

Yea, I've been figuring as much. I'm not even sure if I need them to be as high as they are at all, but I have difficulty compromising when I see all those hard edges one the models from a closer than normal distance.
 

Boylee

pew pew pew
aa
Apr 29, 2008
1,068
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Just worth bearing in mind that people won't ever really see them up close in game, they will likely never be seen closer than 128 hammer units away so either put in a LOD that switches pretty close or just hack down that polycount. The only reason the weapon polycounts are so high is because they occupy a huge portion of the field of view and are seen right up close.