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Posted: 19 Oct 2006, 03:33
by Snipawolf
Perfect quads or else! I tried.. Must be perfectly flat..
Posted: 19 Oct 2006, 03:38
by rattle
Just select the quad (and only that one quad!) and use flatten -> normal in wings to get it prefectly flat . I don't know if that has any impact but it should, I mean 1 bent quad = 2 triangles. What ever... just make your thing in quads. Someone with more knowledge, word up please.
Posted: 19 Oct 2006, 04:01
by Snipawolf
I was informing, not saying I had a problem

Posted: 19 Oct 2006, 05:42
by Keithus
OK, Just to clarify. By saying we can use perfect quads, does that mean I can select my model in wings3D, Quadrangulate it and quote the polygon count it comes up with? Or is this something else? Cause I have something which comes to 887 faces Quadrangulated, but 1668 faces triangulated

.
Also I do believe all the faces on my model are "flat".
If quadrangulating doesnt count then I will have to offer one of my "lesser" models.

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Posted: 19 Oct 2006, 12:31
by rattle
...this is why I wanted to stick with triangles.
No quadrangualting it means wings somehow turns opposing triangles into squares but not lone ones. The barrel's bases for instance will stay triangles. So do parts on the feet.
So either full quads or full triangles.
To reduce polygons look at the barrel mounts. You can cut them loose from it (edge cut) and make the barrel mounts simple cylinders. Legs can be simplified as well. Space between the toes can be removed, etc. Shouldn't be too hard to get this under 1000.
Posted: 19 Oct 2006, 13:04
by Snipawolf
Thats why I was wondering if Argh did all quads.. It is something people who are very skilled or have a lot of time do, because you manually have to make all of them quads..
Wings3d quadrangulation makes as many tris as it does quads

Posted: 19 Oct 2006, 13:21
by KDR_11k
Spring using quads is nice and all but the graphics card uses triangles. Sending it a quad is just a fancy way of sending two triangles.
Posted: 19 Oct 2006, 13:30
by kirby
heres my infantry after i fixed some things

this is old

i quaded
Posted: 20 Oct 2006, 01:52
by Keithus
1124 Tris, not a bad effort for something with four legs, two guns and proper joints (joints that dont overlap, each other).
Changed the model a bit, doesnt really have a head now, and the guns are now cannons.
Heres the File:
http://dl022.filefactory.com/dl/f/28a8c ... 97024394e/

Posted: 20 Oct 2006, 02:15
by mehere101
IMO the guns are a little large considering the size of the unit.
Posted: 20 Oct 2006, 02:30
by rattle
I'd cut the guns off the arms (on the model!) and make the arms slightly bigger and simplify the joints a bit more.
Posted: 20 Oct 2006, 03:58
by Noruas
Why dont we have compitions every month to make a high polly version of arm and core units for Ta and get it over with so Spring will be ready for a new competition. Like the core storm...
Posted: 20 Oct 2006, 04:37
by LathanStanley
Noruas wrote:Why dont we have compitions every month to make a high polly version of arm and core units for Ta and get it over with so Spring will be ready for a new competition. Like the core storm...
because caydr will do them, regardless of input, help, or suggestion.
and he releases AA.
thats the end of that.
Posted: 20 Oct 2006, 04:40
by Snipawolf
Why doesn't someone put up some competition? Everyone loves bipedals, tripedals, quadpedals, quidpedals, hexapedals, etc...
Sheesh, I have batman and fatman as competition..
Posted: 20 Oct 2006, 05:05
by rattle
"Batman". Actually it's just a large helmet.
Noruas, making TA models ain't fun at all.
Next competition is going to be a general vehicle competition, Tank, Jeep, what ever. I think that's a good idea. Unless someone comes up with something better.
Posted: 20 Oct 2006, 05:07
by Snipawolf
Maybe somebody else will get on their ass and make some models, all the models I enter are for my mod, so it gives a little boost of incentive..
Posted: 20 Oct 2006, 05:19
by Keithus
Righto, Gun size has been reduced. The guns were also changed a fair bit (they would now require a bit of texturing to look like decent guns).
The arm holding the guns has been increased in size and he feat have had a few poly's cut off to make em look pointy.
Feedback was good to have. Sorry rattle but I have to keep the joints the way they are, I like the whole robotic feel of it

.
EDIT: Forgot to mentions its 1004 tris
File in .OBJ format
http://dl019.filefactory.com/dl/f/ac3fd ... a50f372a9/
File in .wings format
http://dl019.filefactory.com/dl/f/c2aaf ... 856389a27/
Posted: 20 Oct 2006, 05:49
by rattle
That's pretty good. Might want to center all your parts by centering them to x (the robot base) or cloning, flipping on x and then absolute moving them (the legs)... 110% are better than 100%

Posted: 20 Oct 2006, 08:48
by Keithus
Done, but I cant seem to get the positions perfect, they are always out by about 0.001-0.002 when I use absolute commands, I think that part of the leg must not be straight or something. I cant be bothered looking through all the parts for the error, and 0.002 shouldnt make too much of a difference.
What I need is something that rotates an entire object till a certain face is parallel with x,y or z. Also is there an absolute rotate command in wings for rotating?
Hopefully that made sense.
Posted: 20 Oct 2006, 10:03
by aGorm
Im half way done, but Im going away for teh weekend, so I wont be able to finish till like wdnesday...
aGorm