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 Post subject: Carrier Model
PostPosted: 22 Oct 2011, 01:43 

Joined: 22 Oct 2011, 00:38
Decided to put this up for two reasons. One, Id like some input on how it looks. I like it and it looks good for being my first in my opnion.


Second
How to add textures to it (assuming that means color it and decals)
Image
If the picture messes up right click and open in new window or what have you.

Idea for Mod
Name

Background

Factions
WC
Uses stealth and technology to defeat its opponents.
Strong Points
Air and Sea firepower
Land is moderate.
Base defenses highly accurate.
Special Unit (Depending on how the game works out)
Rodney Class Carrier
Under construction when the war began, the Rodney got its name from a Field Commander who held off RSA attacks for a week while under siege. He was KIA during the last day of the siege. May either replace or be a upgrade to the Regular WC carriers.


RSA
Uses powerful units, relies on brute force.
Strong Points
Land and defenses
Defenses are highly destructive but less accurate than WC.
Razgi Tank
This tank is the supreme ruler. Armed with a high velocity cannon capable of killing any other tank in one shot, its only weakness is its lack of speed and its slow turret movement. Supplement with Shilka V4 tanks.


Ideas for working out certain things.
WC Stealth
WC stealth works like this. RSA radar levels have a smaller rang than that of its WC radar. This helps all WC units be "stealth"
Or
All advance WC units are invisible to radar, but RSA can build observation post to make WC units in LOS appear. Any WC unit in RSA LOS will be on radar.


Attachments:
ScreenHunter_01 Oct. 21 18.38.gif
ScreenHunter_01 Oct. 21 18.38.gif [ 18.02 KiB | Viewed 2064 times ]


Last edited by sp111kg on 25 Oct 2011, 06:19, edited 1 time in total.
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 Post subject: Re: Carrier Model
PostPosted: 22 Oct 2011, 03:42 
Conflict Terra Developer
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Joined: 29 Aug 2009, 19:12
Location: Also Richmond
I would avoid using spheres. As they create a ton of work down the line for texturing.

Might take a gander at this
viewtopic.php?f=57&t=10612


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 Post subject: Re: Carrier Model
PostPosted: 22 Oct 2011, 06:24 

Joined: 22 Oct 2011, 00:38
Thank you very much. Ill post my new model soon.


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 Post subject: Re: Carrier Model
PostPosted: 22 Oct 2011, 06:47 

Joined: 22 Oct 2011, 00:38
The carrier wont let me retexture it. Any help would be apprciated. When i go to UV maping, it takes me to the lay out, and skips the second part.
As in
Part one
Right click etc...
Second
Cut the edges and then continue etc...
Third
lay out.

Any ways. here is my second model. Any comments. Please any advice as well.
Image


Attachments:
ScreenHunter_01 Oct. 21 23.41.gif [35.21 KiB]
Downloaded 2 times
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 Post subject: Re: Carrier Model
PostPosted: 22 Oct 2011, 09:15 
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Joined: 01 Apr 2010, 20:05
Combine everything then you wont have several uv mapping

Spring only supports one


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 Post subject: Re: Carrier Model
PostPosted: 22 Oct 2011, 11:14 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
2nd model is an improvement :)
But you model big parts out of very few polygons while making small details with lot of polygons. It should be the other way around.


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 Post subject: Re: Carrier Model
PostPosted: 22 Oct 2011, 20:24 
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Joined: 02 Jul 2008, 06:11
Location: Vacation
Huh? Generally you want fewer polygons for something big and flat, and more for small details. In your case specifically though, sp111kg, the hull needs more polygons, and the turrets/other misc details need less.

Its not that they need less polygons because you are over some set limit of polygons you are using, but to get something that *looks exactly the same* you could do with far less polygons. Your shapes are very blocky.

If you have a reference picture of the boat it can make things a million times easier because then you have a much better idea of what to change to actually get your model to look correct.

If you don't have a reference picture, draw one. (front, top, side views should be good enough) If you can't draw, well draw it anyway. Because your head is never a good place to store information. Stuff gets mushed around too easily and by the time you're halfway done you've forgotten what the boat is supposed to look like.

I'd like to get back into modeling again... sigh

PS: Keep up the good work! :) Save your stuff often and make backups. (and then after years of practice you can have a really neat timeline of your progress) When (not if) something goes wrong you don't want to lose hours or days of hard work.


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 Post subject: Re: Carrier Model
PostPosted: 23 Oct 2011, 00:20 

Joined: 22 Oct 2011, 00:38
]Thanks for the advice. As for the block looking structures. I based them off the US Tichonderoga class, and they always seem block like to me.
How ever, for a no block looking model I present the following


WC Stealth Ship
Attachment:
ScreenHunter_03 Oct. 22 17.08.gif [27.23 KiB]
Downloaded 2 times

WC Bomber
Attachment:
ScreenHunter_04 Oct. 22 17.09.gif [29.97 KiB]
Downloaded 2 times

WC Tank
Attachment:
ScreenHunter_02 Oct. 22 17.08.gif
ScreenHunter_02 Oct. 22 17.08.gif [ 19.64 KiB | Viewed 1938 times ]


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 Post subject: Re: Carrier Model
PostPosted: 23 Oct 2011, 09:49 
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Joined: 01 Apr 2010, 20:05
You need to seperate Cannon from the Turret to make it properly rotate to it

Every pieces that should rotate needs to be seperated because Spring uses Move and Rotate/Spin etc... command in cob/lua unit script, like on Total Annihilation.

The cannon should have more cylinder shaped

And try to form other shapes with Cubes and Cylinder etc... not only N-Cube


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 Post subject: Re: Carrier Model
PostPosted: 23 Oct 2011, 14:53 
Damned Developer
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Joined: 01 Jun 2006, 12:15
Location: Banned user for reason “Do not post pictures of people fucking cars”
very gut


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 Post subject: Re: Carrier Model
PostPosted: 23 Oct 2011, 14:59 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
the gun barrels look like sharp needels, try using a 8 sided cylinder or something.


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 Post subject: Re: Carrier Model
PostPosted: 23 Oct 2011, 18:30 
Zero-K Developer
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Joined: 10 Sep 2008, 02:11
Location: In search for TheTruth (TM)
You're improving!
You're still wasting polies, but that's okay. Dnt worry about that.
Keep practicing! A lot of issues will fix themselves as you become more experienced. :-)


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 Post subject: Re: Carrier Model
PostPosted: 25 Oct 2011, 04:42 

Joined: 22 Oct 2011, 00:38
Thanks for the comments. That tank, i decided will be a tank destroyer. So it will have a fixed turret to off set its high damage.

If any one is intrested in helping me, let me know. Im already planning the game. No name yet, but its gonna be in the near future setting.
Factions as of now
WC and RSA.


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 Post subject: Re: Carrier Model
PostPosted: 25 Oct 2011, 20:45 
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Joined: 06 Jul 2011, 16:09
Your models suck. gb2paint

[User was banned for this and other posts]


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 Post subject: Re: Carrier Model
PostPosted: 16 Nov 2011, 02:18 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Rattle created a smurf account?


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 Post subject: Re: Carrier Model
PostPosted: 16 Nov 2011, 03:25 
AI Coder
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Joined: 14 Sep 2004, 10:32
Location: Cookieland
Don't be silly, Rattle could never troll, he's an outstanding citizen and a perfect role model. He's never said or done anything remotely negative and if we all aspired to follow his path we wouldn't have trolls in this community


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 Post subject: Re: Carrier Model
PostPosted: 16 Nov 2011, 03:28 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
This forum needs +1 buttons for individual posts (would be quite easy to implement actually).


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 Post subject: Re: Carrier Model
PostPosted: 16 Nov 2011, 03:40 

Joined: 17 Sep 2008, 03:36
Location: your imagination
Forboding Angel wrote:
This forum needs +1 buttons for individual posts (would be quite easy to implement actually).

Image luckywaldo7 likes this.

Am I doing it right?


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 Post subject: Re: Carrier Model
PostPosted: 16 Nov 2011, 06:30 
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Joined: 23 Nov 2005, 06:16
Location: Dunedin, New Zealand
Can we integrate facebook plox?


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 Post subject: Re: Carrier Model
PostPosted: 16 Nov 2011, 23:12 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Location: Raegquitting Spring on 04/24/12
Code:
<!-- Place this tag where you want the +1 button to render -->
<g:plusone size="small"></g:plusone>

<!-- Place this render call where appropriate -->
<script type="text/javascript">
  (function() {
    var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true;
    po.src = 'https://apis.google.com/js/plusone.js';
    var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s);
  })();
</script>



See? Easy. Just throw the script in the header, and the plusone tag in the loop.


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