Core Goliath re-model +1 - Page 2

Core Goliath re-model +1

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VonGratz
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Post by VonGratz »

Unfortunatelly only a small part of the high poly Cavedogs exist as models in FileUniverse
http://www.fileuniverse.com/?p=show&a=it&id=4009
but it not included the Flash model, only the render in
http://www.fileuniverse.com/?p=show&a=it&id=4010
Look at the Maverick model :wink:
vonGratz

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DZHIBRISH
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Post by DZHIBRISH »

If its a "training" model,fine.As a real model to be used in a game it sux ass.
[Krogoth86]
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Post by [Krogoth86] »

The Goliath looks great though I don't like one thing:
To my mind it's just not "long enough". If you look at the side view you pretty much have this impressive tower with a tiny chassis below. That just reminds me of old WWI tanks like this:
Image
In my opinion one of the most advanced high tech tanks shouldn't remind of such a clumsy "piece of brick" from the first days of "tank-history"... :wink:
With that said leave the tower more at the back of the tank like it is right now and expand the front a bit...
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MR.D
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Post by MR.D »

Just keeping the origional's appearance...
DemO
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Post by DemO »

Actually I think krogoth's picture resembles more what a golly would look like in my mind than anything else in this thread. Especially the big tracks dominating much of the chassis.
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MR.D
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Post by MR.D »

This is something I did way back, an old Russian T-55.

But this is no Goliath..

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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Come model for S44 plz. :-)
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VonGratz
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Post by VonGratz »

MR.D wrote:Just keeping the origional's appearance...
Your Goliath is very good :!:
vonGratz :wink:
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MR.D
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Post by MR.D »

Well I have the model all UVW mapped, and I got it successfully imported into Upspring via .s3o export from MAX-7.

I'm having a big problem with the model keeping the smoothing groups though, each object is being forced to use 1 smooth group, so it looks all washed together.

I'll get the .s30 uploaded if sombody is willing to help script this, then I'll get to work on the main texture.

Is there a limit to how many smooth groups I can use for the .s30, or am I just going to be stuck with how it is? any suggestions guys?

Bad smooth groups really does ruin the appearance of the model, and I'd like to find anyway to fix it.

Full package, Goliath with animated tracks, Finished textures 1&2, Master 3dsmax-7 file, .s3o export.
http://www.mrd.str8-6.com/files/MrD_Gol ... tracks.zip
Last edited by MR.D on 15 Oct 2007, 03:51, edited 1 time in total.
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rattle
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Post by rattle »

The only way I found is not to use 3DS but import from OBJ and do all the setup by hand. Origins can be read straight from the modeling app so it's not as much trouble as it seems.

It's annoying, I'd like to use 3DS imports too but smoothing groups get fucked up every other time now.
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MR.D
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Post by MR.D »

Well the s30 export plugin for 3dstudio-Max exports directly from .max to .s3o, there shouldn't be the loss of the smoothing groups like it does.

I'll try to export to .obj via 3dsmax, then into upspring, just seems like another step where there shouldn't be one.

Argh, Smoth you've done a ton of models, have you had any luck with smoothing groups?
SpikedHelmet
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Post by SpikedHelmet »

Perhaps you didn't hear Flozi...
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smoth
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Post by smoth »

I never used smoothing groups.
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Neddie
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Post by Neddie »

SpikedHelmet wrote:Perhaps you didn't hear Flozi...
I'm with them on this. You'll need to reduce your poly-count use, but DAMN.
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MR.D
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Post by MR.D »

The T-55 was 3800 triangles, but it was for a BattleField-1942 mod, and it had 4 stepdown LOD's, this was just the nearest LOD_0, the farthest LOD_3 was around 1300.

back to topic though, I have tried many different ways to export/import my model to get the smoothing surface groups to hold, with no success.

I did however get good results exporting to .obj and then opening it up in MAX with smoothing groups holding.

This has to be an issue with Upspring and how it globally handles imports, even the successfully imported model with smooth groups holding via 3dsMax-7 did not hold when I imported it into Upspring.
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KDR_11k
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Post by KDR_11k »

MR.D wrote:The T-55 was 3800 triangles, but it was for a BattleField-1942 mod, and it had 4 stepdown LOD's, this was just the nearest LOD_0, the farthest LOD_3 was around 1300.
Interesting, IIRC the recommended polycount for the final LOD in BF2 is a tenth of that...
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MR.D
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Post by MR.D »

:(

BF1942 vanilla, well you could go as low as you wanted...

But anything around 1000 for the lowest poly LOD was fine for a main player controlled unit.

Its not like there were hundreds of them on screen at any given time like here in RTS games.

Kinda pointless to argue about it though, I was a noob when I made it, its just that I'm slightly less noob at modeling now :P so I could easily reduce that.
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MR.D
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Post by MR.D »

First update.

Had a busy week, but I'm gonna get hammerin on that texture.

Started on the texture, most of what you will see is just my palette background, which is just a metal palette I've created to start the layering process.

I only have the main chasse started, but here is what I got so far, much more to come.


Image
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Snipawolf
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Post by Snipawolf »

I hate when people render models for basic screenshots...

>___>

Looks good otherwise :P
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SwiftSpear
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Post by SwiftSpear »

ugg... you put camo on the goli... it's supposed to be like 4 stories tall, that thing is NOT hiding in the trees...
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