Real Sphere Model ?

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Hello talented modelers !!!

I sometimes manage to make myself believe I can edit models.
Truth is I probably only understand 20% of everything I do.

I got help back in the days I made my FONT model to display text on my games "floor", and I was indeed at the origin of the concept, but a fellow modeler did the "coding" part for me.

As for my current project, aMazing Balls TD, it uses Balls as creeps.

Balls are, as you might imagine, based on Kael's Orbs, and they consist on a plane with a texture applied to it - (and the shining effect too) you will find my model attached to this post.

The problem arises when I try to do uncommon things with my ball.
There are things I can't fix because a plane doesn't have a real volume, like I attached a custom "support" for the ball and of course, I get occlusion issues, the ball is transparent where it should not be.

Also and that is when I realize how much of a newbie I am, but when I try to give the Ball a decent overhead attachment point, sometimes it works, sometimes it completely ignores buffs or effects.

Also I suppose it is related to the UVMapping of the texture, but when i try to center the chest attachment to the middle of the plane, the wings i add to the ball end up on their overhead (visually).

Now (at last) my question.

How bad of an idea would it be to replace that plane model with unnatural attachments, with a simple geosphere model ?

And How to I prepare a texture to be properly applied to such a primitive shape ?

Thanks for any help guys.
 

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