Model Competition (high poly models of vehicles) - Page 2

Model Competition (high poly models of vehicles)

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

I present you:
Image
Light Borg recon hovercraft (Cuboid class). Only 11640 triangles. 8)

I could've sworn this looks like a piece of soap or butter.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Lookin' Good..
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Wait, wait... don't tell me, Rattle... next we'll have the 29,999-tri Death Star Replica?
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

It's the PWN-MOBILE! All Hail!
Image
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Argh wrote:Wait, wait... don't tell me, Rattle... next we'll have the 29,999-tri Death Star Replica?
Nah the assified version of my precious combat tank... this is serious model contest!

No previews for 8 bit pngs with transparencies, sorry. :'(

High poly model
http://img110.imageshack.us/my.php?imag ... kediq7.png
4752 triangles (minus ca. 100 holes)

Low poly model
http://img162.imageshack.us/my.php?imag ... kayzk8.png
1304 triangles (minus ~16 holes)

UV map
Image

Ingame shots. Did them because I begun work on the texture some days ago and they're both UV mapped. So why the hell not... :)
ImageImage
ImageImage
Can't see a shit of a difference when it's zoomed out. PS: texture is work in progress, don't mind it. :P

Anyway, the high poly model is really sloppy, just smooved some faces here and there and removed useless faces afterwards. It comes with eight treads (4 left/4 right) for animation of the tracks which means model got about 2412 polygons less... but we are making game models, aren't we.
Also it comes in multiple variants, hence the radar/turret clipping in each other.

Anyway, .obj/.wings are over here.

Oh yeah, this is not an invitation to start yet another discussion about high and low poly models. I'm actually contributing here. 8)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

o.0, I could put like 65 of my buggys into the hercules..
User avatar
Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Get It Right: This Is High Poly.

Post by Wolf-In-Exile »

Image

Image

Image


Image

Image
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

Did Wolf just win?
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

MR.D wrote:Did Wolf just win?
1. if i understand the polygon count table right, it says 120494 polys where 30k was max.
2. this is a VEHICLE competition
But very cool models!
Last edited by Optimus Prime on 25 Oct 2006, 17:32, edited 1 time in total.
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

why cap the polycount?

I mean really, its pretty clear that you can't use those models in an actual game, its a prop for like you said. Cinema or normal mapping.

If its going for Cinema work.. I'd hate to be the one to UVmap all that :roll:
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

its most fair if we have a limit for all designers, else one sees a model of someone, checks how much polys it has and just doubles the poly and make it more round, more detailed and at the end we would see every hair and every single bolt.
Also a 30k poly model can be used at least in other modern games like ut07 or half life 2.
If its wanted, we can make a really high model competition with 1 million polys at max, but we need a limit to make it fair for all.

BTW, i tested how my model will look with some textures and some background:
Image
Image
Image
User avatar
Wolf-In-Exile
Posts: 497
Joined: 21 Nov 2005, 13:40

Post by Wolf-In-Exile »

Commendable effort, the lighting and rocks are well done but, imo a lazy job on the main vehicle texture itself.

Using the generic "tech metal" texture without any real details makes the model look messy and actually detracts from the details you modelled into it.

The nice bump mapped effect also won't translate into Spring, unfortunately.




Mr.D, you're spot on on that matter, I made it for a movie project.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Wolf won twice if this wasn't a vehicle competition.

Oh god thumbnails please... :(
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Optimus Prime wrote:its most fair if we have a limit for all designers, else one sees a model of someone, checks how much polys it has and just doubles the poly and make it more round, more detailed and at the end we would see every hair and every single bolt.
That's the point of highpoly modeling. With great polycounts comes great responsibility :P. High poly looks like this.
Also a 30k poly model can be used at least in other modern games like ut07 or half life 2.
No, not even close. Maybe for the big bad boss monster that is a level of its own but not for anything less. For those engines you make a 5-8k poly model and use a normalmap.

And your shots seriously look like you should put LEGO pins on top of every flat surface.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

...and the word LEGO, made of polygons. 8)

Hm haven't we seen that texture before?
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Not to mention that you could cut polycount in half easily by just making those round sections a little less round.

Biggest offenders are those strange shock-absorber things at the wheels.
They dont even look like they are doing anything useful besides "being round with many polys".
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

@OP:

I do not want to see more of your work until you know how to uvmap. Really. I am not going to bother offering further critique until you have learned how to skin something more complex than a box ;)

I have made multiple tutorials on the basics of uv-mapping, and there are literally dozens of good tutorials online.

When you know how to skin, you will understand why we're telling you that you don't know what you're doing. We don't hate you or anything, ok? I know we're kind've mocking you, but trust me... it's for your own good ;)

We're just curing you of a very common disease among newbie modelers- a big confusion between what should be done with geometry and what should be done with skin. As that link that KDR_11 posted will show you... if you go look at the low-poly work that guy has done, you will see that his polycounts are extremely low on the in-game models, yet the amount of detail is extremly high. Skins are much more important than raw geometry. The only people who argue differently are modeling newbies like yourself ;)

Lastly... I do not ever want to see a raytrace from you again. This is GAME MODELING. It is NOT RAYTRACING. They are completely different animals! Your 18000-tri monstrosity could be modeled with 1800 triangles and still look just as good, at game resolutions. If you are strictly interested in high-poly modeling... that's fine, but it has no place here... and quite honestly, high-poly modelers STILL WORRY ABOUT POLYCOUNT and optimize whereever they can :P
User avatar
TA 3D
Posts: 260
Joined: 12 Nov 2004, 06:08

Post by TA 3D »

I'm sorry I know this is a model competition, but this needs to be said. The amount of polygons a model has is directly related to amount of GPU processing capacity required to render them in game. Thus the more you have on a model, the more processing power need to display it. Now in the instance of the newest version of UT, its not necessarily super heavy in the poly department, but rather shaders, textures, and shader textures. But remember we are only talking a few instances of a unit in game. Where as something like Spring, when 100's if not 1,000's of units are used in a game by more then one player, if they were all super heavy in the poly department, Spring would "belly up." Even in Supreme Commander the units aren├óÔé¼Ôäót that highly detailed models but rather relay on some very powerful shaders and high resolution textures. It takes less for the textures then it does for high poly models.

End of Discussion!
User avatar
mehere101
Posts: 293
Joined: 15 Mar 2006, 02:38

Post by mehere101 »

Um... OP, UT2007 does not use rediculous models ingame. The models are all normal mapped with steep parallax mapping. They are about the same resolution as a current game object (4-5k polies for a typical player) except that they have insane normal maps. The sources for the normal maps are 2 million polygons.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

more than half of this thread can be safely moved to here, inlcuding eyecandy mechs (no related to the contest).

Looking v nice OP.

Sure rattle can make better effort.

think there is only 2 entries? :/
Post Reply

Return to “Art & Modelling”