"Freshened Up" TA Units - Page 6

"Freshened Up" TA Units

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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Post by smoth »

rattle, I can give you the model and you continue it. I am a bit too busy at the moment.
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KDR_11k
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Post by KDR_11k »

jackalope wrote:would people quit worrying about atari already? geez.
Well, it'd be better if Spring could claim to be a completely free game rather than one that just inches by because the copyright holders don't care enough to kill it.
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rattle
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Post by rattle »

smoth wrote:rattle, I can give you the model and you continue it. I am a bit too busy at the moment.
Alright.
Caradhras
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Post by Caradhras »

I still dont know really how to make turrets and so on, so they can be animated later (cause i didnt came behind the step of modeling yet)

Most models are posted as renderimages, so i cant see, how they were made.

How can i load models from a mod into my modeler? Or arent they extractable?

@guessmyname:
Thanks, here's the link (.wings):model
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Guessmyname
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Post by Guessmyname »

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rattle
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Post by rattle »

Image
PeeWee on steriods...
1728 polies but about 300 of them are holes.
.wings if interested
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KDR_11k
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Post by KDR_11k »

The backpack looks too detailled compared to the body, try making the body design more complex while removing some smaller details elsewhere.
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rattle
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Post by rattle »

Tomorrow... after doc holiday attests me that I'm sick and can't go to work. :P

http://rattle.from-hell.net/spring/mode ... ixed.wings
There another version, fixed a lot of stuff and uh bastardized it along the way.

A general advice is that you shouldn't use the grid at all, especially not for size measurement. Might be bullshit but I never use it, it's in the way usually. Then don't shrink your 1x1x1 cubes but expand them. The smaller you model the more likely wings will desynch your model. I had to flatten and reorganize it twice (once after resizing). Causes headaches... especially when the select similar function begins to ignore half of the similar looking faces, only because their edges are 0.00001 WU longer or something.

Also, look out for mistakes, do it in orthographic mode. Watch the model from the sides (x, shift+x), top/bottom (y, shift+y) and front/rear (z, shift+z). You would have noticed that the entire deck was deformed. :P

Anyway for (one of) your first model(s) it's not bad. I edited GMN's version by the way.
Caradhras
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Post by Caradhras »

hi
thanks for the improved models of both of you.

First one question:
Why did you turn models into blue?

Ok, i will make the models bigger in the future and i noticed, that you used hard and softshaded edges in some areas, where and for what purposes can these be used at best?

But what do you mean with "the entire deck was deformed"?

But anyway, thanks until now and have a good night :wink:

E:
But i was so proud of my custom made exhausters ^^ *weeee*
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smoth
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Post by smoth »

rattle wrote: 1728 polies but about 300 of them are holes.
.wings if interested
1400 polies for that is a bit much.. simplify the back unit. 700-800 would be more reasonable.
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Guessmyname
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Post by Guessmyname »

Caradhras wrote:First one question:
Why did you turn models into blue?
That blue texture is the 'holes' texture - a face with it will not be rendered. It's the only way to remove certain faces in wings without deforming the model
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rattle
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Post by rattle »

Faces with the _hole material wont be exported. The smart use of this can save you polygons

Smoth: I don't really want to reduce the guns(192) or the backpack tube(~300) in any way, I'lll see what I can do about the other parts.

edit: Down to 1230... well. KDR says add more detail, you say remove detail, what now?
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smoth
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Post by smoth »

The extruded parts on the back are bad. The texture can handle the rest.

this is a unit that is built more frequently then a zaku2 and it is half the height in a mod where things like the krogoth exist. Things like the ribs on the gun are a bit excessive when you can do them with texture also the brackets that hold the tank on the backpack could be without the little bump in them because they are going to be smoothed and they are just lost in the process. The arm sockets could be 6 or 4 sided instead of 8. The gun barrels could be 4 or five sided instead of 6.

The original legs came down on the sides of the feet with a pin type hinge. I am not too fond of the current feet/shin intersection.

These are just thoughts and you are free to ignore them or use them as you please.
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rattle
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Post by rattle »

I was more or less going by the high poly render. I'll try to whip up a low polygon version with your legs and backpack thingy but the better guns. I already reduced all sockets and cylinders to 4 sided.
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Guessmyname
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Post by Guessmyname »

Now we have three peewee models :P
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Neddie
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Post by Neddie »

Guessmyname wrote:Now we have three peewee models :P
Now, to script random production of Peewee MK II, MK III and MK V!
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Zenka
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Post by Zenka »

neddiedrow wrote:Now, to script random production of Peewee MK II, MK III and MK V!
I find this idea not so bad at all. It would be cool to have diffrent versions of the same unit, to add a little more variety.
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Neddie
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Post by Neddie »

Actually, I've proposed this for a few projects. Epic Legions will have red Ork vehicles if I recall, as they go faster!
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rattle
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Post by rattle »

Hmmm.. how about using the the high poly one as a limit=1 Peewee hero? :P
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smoth
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Post by smoth »

arms pewee is a clone of a guy who was a great pilot in a pewee.. it is like a carbon copy of that guy and his mech.. the entire pewee army are like the jango-fett storm troopers.
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