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Posted: 24 Apr 2006, 12:57
by Zenka
FireCrack wrote:I still see how you can what off a bujnch of triangles without sacrificing detail.
Good, couse I don't. Care to point them out for me?
There is going to be an other texture, this doesn't fit with the rest of the current units. (Though I do like it).
single sqare block = 6*2 times 4 joints = 48 tris of ugly connectionms, while the model is still 157 tris to high. I have you know, the old flea didn't had any connections for the legs. actually, 98% of the unit's joints arn't connected.
Though I'll see what solution I can bring.
@Ground Zero: there eyes were very pritty, but took up 48 triangles each.(for comparison, the entire old flea was 100 triangles)
Posted: 24 Apr 2006, 18:49
by smoth
*edit* actually... the flea was 110 counting flare aslo. So it is more like 220 as a 3d0 in spring *end edit*
Posted: 24 Apr 2006, 21:20
by mongus
Looks great!
Are you planning on adding a mobile union between the lower leg and the upper leg? or let them like an "air" joining :)
Posted: 24 Apr 2006, 22:27
by FireCrack
The ribs should be modeled as part of the main "hull" By doing that you should be able to reduce polycount in that area.
You can make some of the quads on the gun into tris, the end is small and doesnt need s many sides.
Posted: 25 Apr 2006, 02:42
by SwiftSpear
Zenka wrote:I have you know, the old flea didn't had any connections for the legs. actually, 98% of the unit's joints arn't connected.
Though I'll see what solution I can bring.
I'm well aware of that. The reason is simple, the TA units were never designed to be seen in full 3D so they didn't bother rendering joints that could only be seen from side profiles. That being said floating limbs are pretty bad modeling practice for a model that will be seen in full 3D, that's why I'm asking you to fix it.
Notice alot of arm joints that you see from above do have rendered joints, it's mostly the legs joints that are missing.
Posted: 30 Apr 2006, 19:45
by Zenka
Ok, lets give you some sence of updating.
I've retextured the flea. so tell me what you think!

Now as you can see, the flea it dirty by mud, and not all maps have mud. But I couldn't think of something else that makes this look tiny and still detailed.
(note, the ribs will be redone too, this looks flugly)
Posted: 30 Apr 2006, 20:00
by NOiZE
I would prefer a more "clean" metal look
Posted: 30 Apr 2006, 20:04
by Zenka
I know you would... (curse on you!)
Posted: 30 Apr 2006, 21:02
by Min3mat
i think he has a point, for ARM units at least. where are teh eyes ;.; they should be googly eyes and rotate as it moves! and black and shiny!
Posted: 01 May 2006, 04:37
by Argh
You're wasting a lot of polygons on those over-the-back hoops. At the Flea's size, they're a waste of triangles. Better to get rid of them, and suggest the geometry with the skin... and then "spend" some of the triangles saved on the legs, which are too blocky and un-detailed looking.
The turret is also over-done- you can do the same thing with a six-sided welded hex section ending in a point, for a grand total of 6+12+4 = 20 triangles, instead of spending the 60+ it appears you used. Same thing with the gun barrel- Spring's shader for rounded surfaces works really well, so if you use a six-sided hex, it'll come out rounded.
Posted: 01 May 2006, 05:12
by Min3mat
i quite like the curved turret!
Posted: 01 May 2006, 05:50
by mongus
actually those things in the back appear to be quite efficient.
no thickness if im not mistaken, so he is saving the "sides" of it.
Wonder if he even needs that to be double sided.. think not.
so very cheap at last.
cmon argh, you must at least "dream" a bit while modeling right?
Posted: 01 May 2006, 09:27
by Zenka
Argh, I didn't inted to produce a low poly unit.
The ribs on the back are the best thing this model has, and they indeed, as mongus noticed, they arn't consuming a lot of faces. And they are quite good in Spring, even at the flea's size.
The barrel is 34 poly's, I could make it 20, and save the 14.
I could scrab a few polys of the main body, but that's how far it goes.
ps, isn't your sheep 1014 Tris?
in s3o all faces are outomaticly double sided, so I cannot change it. (but they arn't counted).
Anyway, thanks for the feedback!
Posted: 01 May 2006, 11:03
by Gnomre
I thought only 3dos were backface rendered, but NOT s3o...
Posted: 01 May 2006, 12:14
by Zenka

I'm still inconclusive about the texture.
The flea is small, so details like weldings arn't on it (weldings suggest largeness).
First isn't a good id, because he isn't always dirty.
I came with a scratch idea, but I don't really like it.
So, anyone got an other idea on what detals should be on it?
I've cleaned off some poly's and added the eyes back in. Thus the number of polys is now 685.
Posted: 01 May 2006, 12:18
by NOiZE
already pretty nice.. i think it should be a bit brighter though
Posted: 01 May 2006, 13:30
by Min3mat
G00GL3Y 3Y35!11!11!!11
Posted: 02 May 2006, 00:19
by Argh
@Zenka: Yeah, in general, the NanoBlobs units are not the most efficiently modeled things ever- I am aware of that, but I'm too lazy to fix them all and redo their UVs afterwards

Posted: 09 May 2006, 20:24
by Zenka
About time.
I've lighten up the texture and added the arm logo.
Any final comments on the model and/or texture?
As for the leg joints... ergh, well I could add 4 ugly squares if you really insist on it.

Posted: 09 May 2006, 20:26
by NOiZE
can you show us with team colors?