noperattle wrote:Smoth:
That was for a DS modlet originally, wasn't it?
Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
Re: Random WIP
Put more polygons on the wheels, you can afford them, there is no reason not to. Even just 12 or so will be an improvement but theres little reason not to go higher.
Are you sure the turret can rotate fully on the y axis?
Either way, looks good.
Are you sure the turret can rotate fully on the y axis?
Either way, looks good.
Re: Random WIP
nice.
http://img3.abload.de/img/flakthinguhhm.jpg
i would suggest making the turret a bit higher like this.
also how will the guns rotate to aim higher/lower?
because it might look more realistic to have the 2 guns on each side on combined basis so they tilt together.
http://img3.abload.de/img/flakthinguhhm.jpg
i would suggest making the turret a bit higher like this.
also how will the guns rotate to aim higher/lower?
because it might look more realistic to have the 2 guns on each side on combined basis so they tilt together.
Re: Random WIP
added some more details and made it rounder, so it fits more to ARM
edit: updated turret+barrels to let it shoot into the air

edit2: 888 tris
- Attachments
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- phalanx1.JPG
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Last edited by manolo_ on 30 Oct 2009, 10:36, edited 2 times in total.
Re: Random WIP
Yeah, that looks really good
Well done

Well done

Re: Random WIP
im not so happy about the barrels, ill change themwilbefast wrote:Yeah, that looks really good![]()
Well done
edit: updated post before
Last edited by manolo_ on 30 Oct 2009, 10:34, edited 1 time in total.
Re: Random WIP
What's wrong with them?manolo_ wrote:im not so happy about the barrels, ill change themwilbefast wrote:Yeah, that looks really good![]()
Well done
Btw - looking at these models I realise they're mostly very low-polygon. Meanwhile with 4 faces my cube came to 640

How many is too many for a small (ish) unit?
Last edited by wilbefast on 30 Oct 2009, 14:25, edited 1 time in total.
Re: Random WIP
all told me max. 1000 tris, but if u make a super weapon (tier 3...) then it could have more, coz u have not so much units of that type. so 10000 tris for flash should be a big fail
Re: Random WIP
manolo_ wrote:
normals etc...
Re: Random WIP
1000 huh? I'll have to watch myself, 600 went very quickly...manolo_ wrote:all told me max. 1000 tris, but if u make a super weapon (tier 3...) then it could have more, coz u have not so much units of that type. so 10000 tris for flash should be a big fail
Re: Random WIP
http://springrts.com/phpbb/viewtopic.ph ... 02#p386102wilbefast wrote:1000 huh? I'll have to watch myself, 600 went very quickly...manolo_ wrote:all told me max. 1000 tris, but if u make a super weapon (tier 3...) then it could have more, coz u have not so much units of that type. so 10000 tris for flash should be a big fail
Re: Random WIP
35 thousand polygons a popSaktoth wrote:http://springrts.com/phpbb/viewtopic.ph ... 02#p386102wilbefast wrote:1000 huh? I'll have to watch myself, 600 went very quickly...manolo_ wrote:all told me max. 1000 tris, but if u make a super weapon (tier 3...) then it could have more, coz u have not so much units of that type. so 10000 tris for flash should be a big fail

Okay, I'm officially going to stop worrying so much

- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: Random WIP
Jeebus, this has been discussed many times already.
Polycounts matter. By themselves they aren't a problem. But its the other factors that start to add up as polycounts increase.
Today's hardware can handle millions of polygons with ease, and we'd all be running around with ultra smothed models with enough detail that you can see each individual pore on a model, if it weren't for those pesky lighting, SFX and textures.
There is a very good reason why "cheats" like normal mapping are developed to increase detail instead of raw polygonal detailing.
Polycounts matter. By themselves they aren't a problem. But its the other factors that start to add up as polycounts increase.
Today's hardware can handle millions of polygons with ease, and we'd all be running around with ultra smothed models with enough detail that you can see each individual pore on a model, if it weren't for those pesky lighting, SFX and textures.
There is a very good reason why "cheats" like normal mapping are developed to increase detail instead of raw polygonal detailing.
Re: Random WIP
Jeebus, there is a WHOLE NOTHER THREAD just for polycount discussion. Please take it there and leave this thread for actual Art WIP.
Re: Random WIP
you find my models too detailed?Wolf-In-Exile wrote: ultra smothed models with enough detail that you can see each individual pore on a model.
Re: Random WIP
smothed as in smoothed
But it's full of bullshitmaackey wrote:Jeebus, there is a WHOLE NOTHER THREAD just for polycount discussion. Please take it there and leave this thread for actual Art WIP.
Re: Random WIP
Lol - typo failsmoth wrote:you find my models too detailed?Wolf-In-Exile wrote: ultra smothed models with enough detail that you can see each individual pore on a model.

You got told!
Still, you're probably right... not that I can turn on any of those effects anyway

Shadow fail...
PS - that's my exit, I'll wait for the next WIP - or maybe post the next WIP. So much course work, so little free time...
Re: Random WIP
Since when is smoth a type of smooth?
Re: Random WIP
Smoth is all kinds of smooth. Ice cold smooth. Criminal smooth. Peanut butter smooth. He is one smooth mother fucker.