Random WIP 2006-2011 - Page 225

Random WIP 2006-2011

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

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smoth
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Re: Random WIP

Post by smoth »

rattle wrote:Smoth:
That was for a DS modlet originally, wasn't it?
nope
Saktoth
Zero-K Developer
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Re: Random WIP

Post by Saktoth »

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.
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knorke
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Re: Random WIP

Post by knorke »

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.
hamsate
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Joined: 21 Jun 2007, 00:25

Re: Random WIP

Post by hamsate »

I'm a wannabe-smoth!

Image
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manolo_
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Re: Random WIP

Post by manolo_ »

Image

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
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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.
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wilbefast
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Re: Random WIP

Post by wilbefast »

Yeah, that looks really good :o

Well done :mrgreen:
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manolo_
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Re: Random WIP

Post by manolo_ »

wilbefast wrote:Yeah, that looks really good :o

Well done :mrgreen:
im not so happy about the barrels, ill change them
edit: updated post before
Last edited by manolo_ on 30 Oct 2009, 10:34, edited 1 time in total.
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wilbefast
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Re: Random WIP

Post by wilbefast »

manolo_ wrote:
wilbefast wrote:Yeah, that looks really good :o

Well done :mrgreen:
im not so happy about the barrels, ill change them
What's wrong with them?

Btw - looking at these models I realise they're mostly very low-polygon. Meanwhile with 4 faces my cube came to 640 :shock:

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.
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manolo_
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Re: Random WIP

Post by manolo_ »

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
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Tribulex
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Re: Random WIP

Post by Tribulex »

manolo_ wrote:Image

normals etc...
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wilbefast
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Re: Random WIP

Post by wilbefast »

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
1000 huh? I'll have to watch myself, 600 went very quickly...
Saktoth
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Re: Random WIP

Post by Saktoth »

wilbefast wrote:
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
1000 huh? I'll have to watch myself, 600 went very quickly...
http://springrts.com/phpbb/viewtopic.ph ... 02#p386102
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wilbefast
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Re: Random WIP

Post by wilbefast »

Saktoth wrote:
wilbefast wrote:
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
1000 huh? I'll have to watch myself, 600 went very quickly...
http://springrts.com/phpbb/viewtopic.ph ... 02#p386102
35 thousand polygons a pop :shock:

Okay, I'm officially going to stop worrying so much :mrgreen: Reckon I'll just do my very best to optimise the polygon count but not let it limit me.
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Wolf-In-Exile
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Re: Random WIP

Post by Wolf-In-Exile »

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.
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maackey
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Re: Random WIP

Post by maackey »

Jeebus, there is a WHOLE NOTHER THREAD just for polycount discussion. Please take it there and leave this thread for actual Art WIP.
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smoth
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Re: Random WIP

Post by smoth »

Wolf-In-Exile wrote: ultra smothed models with enough detail that you can see each individual pore on a model.
you find my models too detailed?
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rattle
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Re: Random WIP

Post by rattle »

smothed as in smoothed
maackey wrote:Jeebus, there is a WHOLE NOTHER THREAD just for polycount discussion. Please take it there and leave this thread for actual Art WIP.
But it's full of bullshit
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wilbefast
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Re: Random WIP

Post by wilbefast »

smoth wrote:
Wolf-In-Exile wrote: ultra smothed models with enough detail that you can see each individual pore on a model.
you find my models too detailed?
Lol - typo fail :mrgreen:

You got told!

Still, you're probably right... not that I can turn on any of those effects anyway :P

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...
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Tribulex
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Re: Random WIP

Post by Tribulex »

Since when is smoth a type of smooth?
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Das Bruce
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Re: Random WIP

Post by Das Bruce »

Smoth is all kinds of smooth. Ice cold smooth. Criminal smooth. Peanut butter smooth. He is one smooth mother fucker.
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