Page 2 of 13
Posted: 17 Sep 2006, 01:07
by LathanStanley
The contest was for the model not the UV map....
urgh...
let them have a model competition, and if they post the link ot the obj, or the mesh or whatever, hell..
I can take a few hours with the winner, or you can, or anyone can, and make a UV map..
its not like its finished...
anyways, its good to have someone like argh critique.. you REALLY have to make something badass to impress him...
editied: sorry for shouting..

Posted: 17 Sep 2006, 01:15
by Argh
Oh, all right. We'll just judge meshes, without maps. Winner gets a skinned version
Gotta keep it under 1000 tris, though. No uber-leet 10K monsters.
Re: Model Competition 0001 - Small Fighter/gunship/bomber
Posted: 17 Sep 2006, 01:22
by Peet
P3374H wrote:Uhh...Rules:
-under 1000 polys
Posted: 17 Sep 2006, 03:03
by Das Bruce
Posted: 17 Sep 2006, 03:15
by Peet
Oh..another...Post in .obj or .dxf, so that everyone can open it. Sorry I didnt mention that, I just happen to use an obscure modeller :)
Posted: 17 Sep 2006, 05:57
by Argh
@Das Bruce:
Pretty good. The polycount's nice and tight, no wasted faces that I could see, and it looks like a plane
Only critiques are these:
1. It's not terribly creative. I'd like to see something more artsy. This looks like a plane, but it looks like a 20th-Century plane, and doesn't even have the lines of something modern- it feels like a cross between a Dart and a Harrier. Which isn't bad, per se, but it just doesn't have a very futuristic feel to it.
2. It's all one part, as designed. For "win", I'd like to see some greebles that could react to animation instructions. Things like engines that are obviously going to rotate and produce vectored thrust (handy for planes that can land, given Spring's current limitations) a missile model that can disappear when the weapon fires (with the new fuel tag system, this could get quite elaborate), wings that are seperate parts so that when it dies we can blow them off, and so on. In short, it meets all specifications, but isn't going to knock anybody over.
3. A very minor quibble on polycount and modeling technique:
The sections in red are where your mesh was split in ways that aren't necessary, upping the polycount when it wasn't needed. Spring, like most modern game engines, doesn't care if your mesh is "watertight"- it's not Quake

So instead of merging those fins with the body, just have them clip into it- it'll save about 16 tris.
Also, it's welded throughout, and should probably not be. There are various tools out there that will un-weld your model, and for truely professional polish, I'd suggest it with this one, as you don't have many surfaces that are even pretending to be curved. Those are the dark blemishes on the surface, btw. Otherwise, you'll end up with those blemishes in-game. FYI, I've determined that you can use a very low welding threshhold on models, and Spring's "rounding" shader still can detect that the verts are "round", which means that if you have a modeler that will let you control these things, you should make your models have a very low welding angle.
Posted: 17 Sep 2006, 06:37
by LathanStanley
I've heard from smoth that the "watertight" models do better with UV maps and shading etc, than the "clipped" models do...
might wanna ask him bout it... I dunno
but yeah, thats about the same as I felt about the model, good polys, nice "plane" shape... but nothing really fancy...
I'm workin on my model.. wheeeee
you guys all have the rest of the week to "update" your models too after the critiques...
=]
Posted: 17 Sep 2006, 06:52
by MR.D
Posted: 17 Sep 2006, 08:05
by Das Bruce
OBJ - Expanded and exploded.
Posted: 17 Sep 2006, 08:23
by maestro
how much the prize ? in hard currency euro, dollar or yen ?

Posted: 17 Sep 2006, 08:24
by LathanStanley
Das Bruce wrote:OBJ - Expanded and exploded.
much better, you stole the folded wings from me though
nah, not really...
I'm just gonna have to get more creative..

Posted: 17 Sep 2006, 08:59
by Argh
Much, much better.
Posted: 17 Sep 2006, 09:34
by KDR_11k
I'll start on something tomorrow after the exam. GINTA needs a fighter plane anyway (though it will end up looking kinda 20th century, without design guidelines you have to be prepared for anything from steampunk to absolute realism, if you want a specific style put it into the contest rules) and that thing will carry only four missiles which makes it easier to stay in the poly limit.
And um why use obj when you can use s3o instead?
Posted: 17 Sep 2006, 09:35
by Maelstrom
Can a small picture be posted as well for us non-modelers who want to drool over the sexy new models without downloading them?
Posted: 17 Sep 2006, 09:49
by Das Bruce
Maelstrom wrote:Can a small picture be posted as well for us non-modelers who want to drool over the sexy new models without downloading them?
Its only two megs stop being lazy 
Posted: 17 Sep 2006, 09:59
by Maelstrom
I have wings, but not on this computer, so I cant look at it right now. Plus, it saves downloading it at all if you just want to look at it, not critique it.
Posted: 17 Sep 2006, 11:06
by LathanStanley
1000 polys with or without weapons??
I'm sitting at ~915 without weapons.. (I can prolly cut a poly or two.. maybe more..) but yeah I thinkin weapons might take more than 80 polys....
eeek

Posted: 17 Sep 2006, 11:47
by Argh
If it's a weapon that could be hidden most of the time, like Bruce's droppable missile, then it doesn't count. You have 85 tris left... just offhand, that's enough for two missiles or more- there's nothing that says a missile can't just be a triangle body with simple fins. Remember, people- this is an RTS here. Things happen pretty fast, and for small stuff, like weapons... people very rarely even
really see them.
Besides which, a triangle-bodyform missile might look really kewl, you never know
I've been reworking chunks of Xect vs. Mynn, and I was astounded by some of the crap they got away with that
I didn't notice until I looked really hard

The point of the exercise is to think of each polygon as an element of the work- each triangle needs to say something, not just get thrown away. Moreover, those of you who know how to skin... you know how much the skin matters. Skins are 90% of what makes a model look badass in game, people. A bad skin ruins an otherwise nifty model- a great skin can save pretty lackluster geometry.
Posted: 17 Sep 2006, 14:29
by Maelstrom
.obj
.wings
Not the greatest ever, but hey, I never claimed to be good at this. Just me experimenting.
Posted: 17 Sep 2006, 14:51
by unpossible
P3374H wrote:PicassoCT wrote:
That looks eerily similar to the one ive been working on for the last 20 mins

that's a monolith from conquest: frontier wars
whoop whap, whoop. indestructible instahitting army of doooooom!