Model Competition (high poly models of vehicles) - Page 3

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 »

What if I don't want to put more effort into it? :)
And are you talking about my piece of soap or the assified tank?
Dash_Riprock
Posts: 70
Joined: 29 Sep 2006, 00:32

Post by Dash_Riprock »

Its about 90k polys so it dosent really count but Ill show it off anyway.

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

Post by rattle »

Now that's detail...
User avatar
Keithus
Posts: 155
Joined: 06 Oct 2006, 05:59

Post by Keithus »

Why keep this as a Vehicle competition? Its probably been asked before but I couldnt be bothered reading through most of the dribble that this topic is. I mean already not many people have the spare time or effort to enter something thats going to require more than a couple hours making and will never make it into anything other than a low budget CG movie.

The reason OP made this thread was because he already had a vehicle that was under 30k polies. OP just doesnt want to risk his model being beaten.

Far as I'm concerned those other models (awsomely kewl as they are) may aswell be in a different thread dedicated to themselves limiting the polygon count to just above what its polygon count is AND only for (Insert what the model is of here).
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

The reason OP made this thread was because he already had a vehicle that was under 30k polies. OP just doesnt want to risk his model being beaten.
lol? NO i made this vehicle right after the competition started. o.O
User avatar
Keithus
Posts: 155
Joined: 06 Oct 2006, 05:59

Post by Keithus »

The times on your early posts tell me different.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

jesus the crappyness in this thread is tapping the limits.

then your models are only spam rattle? so if you dont want to impove what you call assified, well then whats the use of it in here?

Can the "high poly" showoff be in the high poly discussion, or is this another dicussion and not a contest?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Mongus READ what opti wrote, read "the other thread", then you'll understand. :P
No I spent some time on the tank but it wasn't much. And no it's not spam. And yes it's assified. The entire model sucks but that's not the point.

The point is that even modern games don't go over 5-6k polys and use LOD models at about ~2k polys. More polys put more stress on the GPU and stuff like AA and shaders add exponential to it.

I'd take this serious if the limit was around 5k to 10k. The latter still is much but for a _single_ unit (each player) it's ok.
User avatar
Optimus Prime
Posts: 755
Joined: 03 Oct 2005, 14:31

Post by Optimus Prime »

Keithus wrote:The times on your early posts tell me different.
Why dont you believe me? Is it too short to make a model? I m living in germany, so the times are not german times. If you dont believe me, i can send you my 3dsmax datas, so you can check the creation time...

rattle who says that you cant make a 10 k unit? My unit is under 30k too. It has only 20k polys and could be optimized to 17k i guess. The 30k is an upper limit and if yours has only 10 k and looks good - thats super.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Okay.

Image
Image
~2400 polygons

Will probably have to optimize it in some places but it's more or less done (except the uv map).
Opinions?
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Mobile Annihilator? (It looks like it :P)
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Fuck no I don't do TA stuff. :P
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Could you help with my script here?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Are you counting triangles there?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Yes. I just don't leave it tesselated because it's easier to work with quads. Hm I guess I'll rework the tire mounts to be more simple, also rotating them all to face to the bottom is easier to script I guess. I want shock absorbers :)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Hmm. Here's my stab at critique.

Firstly, I don't care for the repeating square bumps around the edges. I'm having trouble imagining them as something that has a practical purpose- they look like Zoid greebles.

Secondly, if that middle part is not meant to bend, then I'd use a much stronger-looking two rail system, probably with diagonal struts to keep it stiff. The existing single pipe would bend in a jiffy IRL. Style-wise, it looks kewl, I just feel like it doesn't look like it'd work.

Thirdly, are those loops on the gun supposed to be ammo belts? If so, why are they exposed, instead of in a drum or pannier? IRL, all it'd take is one lucky bullet, and bye-bye machinegun.

Lastly, I know this is all minor whining and not really all that useful, so please don't take any of it too personally- I'm at the tired and grumpy stage :P but I think that the large wheels are begging to be hollowed and have an appearance of greater weight savings. Right now, they look like they'd weigh almost as much as a car apiece- and given that this isn't exactly a tank, I'd vote to see them look as light-but-sturdy as I'd expect them to. Look at farm-tractor wheels- the rims and wheels aren't solid, but are purposefully kept as light as possible, given that they have tires that can weigh several hundred pounds apiece on them.
Shogoll
Posts: 21
Joined: 28 Oct 2006, 17:46

Post by Shogoll »

The only problem I have with it is the fact that the Smoothing groups look like they've been shot to hell.

Just fix those and I'm happy.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

You're right about the gun and wheels. I'll change the wheels no big deal (apparently I didn't really care about realism that much, just imagine a parallel universe where different laws of nature apply 8)). Yeah the ammo belts are missing some sort of armored ammo container... will add one and remove one belt. Was being lazy there. Oh, not they're not really ammo belts but more of an ammo feeder. Thought the ammo would be stowed in the back of the gun or something. Dunno if that could work, just thought it may look cool.
Argh wrote:Secondly, if that middle part is not meant to bend, then I'd use a much stronger-looking two rail system, probably with diagonal struts to keep it stiff. The existing single pipe would bend in a jiffy IRL. Style-wise, it looks kewl, I just feel like it doesn't look like it'd work.
It's meant to bend when it turns or drives up/down a slope. It's supposed to be a joint piece. My previous attempt at connceting both was more realistic looking but had twice the polies abd wasn't looking any good.. :(
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

I am so bored, I am forgoing every lesson of "Conservative" modelling, and modelling something for this contest.. Expect it tomorrow evening, or not..
Post Reply

Return to “Art & Modelling”