Core Goliath re-model +1 - Page 6

Core Goliath re-model +1

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

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MR.D
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Post by MR.D »

and that was the goal..
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Neddie
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Post by Neddie »

Well, keep on rolling, fell bicyclist.
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MR.D
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Post by MR.D »

Is anyone working on the script, or having any luck so far?
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rattle
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Post by rattle »

Yeah, I'm done. Polished the s3o a bit too, changed object names as I saw fit, added empty root object and fixed the smoothing groups as well.

Tested ingame, no errors what so ever.

http://rattle.from-hell.net/spring/mode ... corgol.zip
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REVENGE
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Post by REVENGE »

neddiedrow wrote:Actually, all OTA units should be replaced free of Cavedog IP.
:lol:
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MR.D
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Post by MR.D »

How did you get the smoothing groups fixed?
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rattle
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Post by rattle »

In upspring Object -> Recalculate vertex normals 3DO style.
I used 45° for most parts except for anything round where I used 75°. That model is a good example where this works like a charm, unlike many others.
Also it's a good idea to use edit -> Optimize -> All objects as this removes useless data or something and the s3o will be half the size.
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MR.D
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Post by MR.D »

I must have an old version of Upspring :D
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rattle
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Post by rattle »

Seems so, here's the newest.
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MR.D
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Post by MR.D »

Very nice, good bye smoothing errors :D

Also makes it much less time consuming while constructing my models, because I no longer have to mess with smoothing objects as I go.

Well I'm pretty sure I'm going to go ahead and just shoot for re-doing, or at least re-texturing all the Core Vehicles, or as many as I can.

If I were to remodel the gator, would it be best to shoot for the high poly version (in shape not Tri count), or keep with the extremely simple in-game model?

In-game Instigator
Image

Cavedog Cinema model

Image
Image
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KDR_11k
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Post by KDR_11k »

Use the cinematic one, the ingame model is simple because of poly constraints.
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clumsy_culhane
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Post by clumsy_culhane »

i would say the low poly one, jsut because it is spammed so much in most maps.. although that high poly one does look pretty sweet :)
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smoth
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Post by smoth »

clumsy_culhane wrote:i would say the low poly one, jsut because it is spammed so much in most maps.. although that high poly one does look pretty sweet :)
bear in mind that the smaller details can be done with a texture.
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rattle
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Post by rattle »

Treads + transparency = win
DemO
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Post by DemO »

I'd say the high poly one too, although I really don't like the Postman Pat style "headlamps" on the front, and It looks strange because the tracks are so high but the profile of the tank almost looks like it is intended to be nearly flush to the ground. The flat base seems rather strange.
DZHIBRISH
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Post by DZHIBRISH »

maybe a bit more work to make it a bit smoother but besides that defiantly high poly..
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MR.D
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Post by MR.D »

Updated first post with Final ingame model link.
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