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Re: [WIP] - My TA re-modeling and re-design

Posted: 02 Sep 2008, 11:54
by Cremuss
Ok Warlord

I've tried something... added some details at the "open state" and removed some uneeded polys to keep the polycount "ok"... about 710polys now.

Old one
http://cremuss.free.fr/fodb/files/kbotl ... nder/2.jpg

New one
http://cremuss.free.fr/fodb/files/kbotl ... nder/5.jpg
http://cremuss.free.fr/fodb/files/kbotl ... nder/6.jpg

Re: [WIP] - My TA re-modeling and re-design

Posted: 02 Sep 2008, 12:28
by Warlord Zsinj
Looks good. What are you using to render those? Maxwell?

I wouldn't worry too much about polygons. That's a factory, and so will never be spammed at a ratio anywhere near what units are themselves. I think most of Mr.D's units are at or around the 800 polygon mark. Therefore you could quite easily go higher if you needed too (of course, don't if you have no need).

Also, make sure that you've got enough room there to build all of the required kbots. looks like they should all fit, but it is reasonably tight. Do you plan to include a rotating dais to spin the units for the nanolathes?

Re: [WIP] - My TA re-modeling and re-design

Posted: 02 Sep 2008, 17:57
by Cremuss
Ok, kbot lab definitly done now.

http://cremuss.free.fr/fodb/files/kbotl ... nder/7.jpg
http://cremuss.free.fr/fodb/files/kbotl ... _fixed.jpg


http://cremuss.free.fr/fodb/files/kbotl ... _fixed.obj

@ rattle : Ok, i thought it was more about texturing difficulty :-) I think it's ok here.

@ Warlord : I'm just using the blender internal rendering engine with 1 light and ambiant occlusion on.
Also I didn't thought about the units size, but I think it's ok, kbot lvl 1 are not very big. If a problem may appears with that, let me know, it will be easy to fix.
And no I'm not going to add anything, I think it's good like that. It's just a lvl 1 lab so it has to stay "simple".

Re: [WIP] - My TA re-modeling and re-design

Posted: 02 Sep 2008, 23:58
by Cremuss
Yop,

first try of the fusion reactor !
590 polys. ( maybe too much ? )

http://cremuss.free.fr/fodb/files/fusion/render/1.jpg

bye :-)

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 00:00
by LordLemmi
The Lord say:
Sexy
Thumbs Up!

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 00:13
by Crayfish
Cremuss wrote:Yop,

first try of the fusion reactor !
590 polys. ( maybe too much ? )

http://cremuss.free.fr/fodb/files/fusion/render/1.jpg

bye :-)
It's great. Can't think of any criticism.

You'll only see about 2-3 of these per team per game though at the most, you could have 4 times as many polies with no sweat.

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 00:18
by BaNa
Crayfish wrote:
Cremuss wrote:Yop,

first try of the fusion reactor !
590 polys. ( maybe too much ? )

http://cremuss.free.fr/fodb/files/fusion/render/1.jpg

bye :-)
It's great. Can't think of any criticism.

You'll only see about 2-3 of these per team per game though at the most, you could have 4 times as many polies with no sweat.
well you can see much more in a BA endgame (still nothing to worry about) , then again, i dunno if and when ba would adopt new models. If a tank can have 800 tris then a fusion can easily be in the couple thousand range though, its not like this is what will lag the lategame out.

Edit:

I would make the cone parts more prominent, for me there is too much space being used for relatively flat stuff.

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 01:07
by Crayfish
So far I don't know whether BA has used any of the new models, and I'm pretty sure that they've used none of Cremuss's.

CA on the other hand has used or will use all of them (again so far as I'm aware) so this tends to be the game that I think of when considering practicalities.

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 01:38
by marc_gfx
cool stuff! the less polygons you use the better. no need to add more if it looks this good with so little. will also make it much easier to texture.

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 11:56
by daan 79
yeah poly need a goal. It looks already alot detailed. I like much. Great improvement

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 15:48
by MR.D
That Fusion plant is crazy looking.. how did you do that with so few triangles, when you say poly at 590 do you mean in quad form? or triangulated? :shock: hehe

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 16:43
by Cremuss
Heeeeeeee, I hope you didn't thought that it was a tri count.
When I say "590 polys" it means quad+tri (mostly quad).
So to convert that in tri count, you just have to x2 the quad number and add the tri numbers.
Soooo my fusion is about 1000tris here because there are already tri counted as poly.
I feel stupid, I've always said polygons and it could be confusing :roll:

I hope 1000 tri for the fusion is still ok if you thought it was 590 tris :/

Anyway, I'm gonna uv/map this one, release it tonight and post the first pictures of the moho metal extractor.
bye

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 19:29
by rattle
I'd like to see some shots without AO, because raytracers make everything look awesome.

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 19:33
by smoth
if he did no-raytraced shots most of the people wouldn't reply. Only a handful of people here appreciate clean non-raytraced model shots.

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 21:59
by Saktoth
Gotta agree that the lighting makes these models look better than they are... some are nice, but they wont look exactly like that in game (unless you bake that on).

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 22:34
by clericvash
The models are looking awesome, i hope some mods do incorporate them :)

Re: [WIP] - My TA re-modeling and re-design

Posted: 03 Sep 2008, 23:57
by Cremuss
Yop

I agree about AO render, but if I do AO render, everyone says "woaa" and if I do clean raytracer render every one will say that it's ugly.
The best thing to do is to take the obj and take a look at it but well... I think AO render are ok if you just have in head that they are AO renders, not ingame one ^^
Also models textured should like more amazing that any AO render !

Soooo, I've done some tweaking on the fusion to delete non-visible details. Now it's 545 polys (so about 900 tri Mr.D =p )

Fusion reactor : 545 polygons
http://cremuss.free.fr/fodb/files/fusion/render/2.jpg
http://cremuss.free.fr/fodb/files/fusion/render/3.jpg >> It's for you rattle :mrgreen:
http://cremuss.free.fr/fodb/files/fusion/files/uvs.jpg

http://cremuss.free.fr/fodb/files/fusion/fusion.obj

And first try of the moho mex : about 414 polygons atm. It still lacks of new design element I think.
http://cremuss.free.fr/fodb/files/mohom ... nder/1.jpg

Re: [WIP] - My TA re-modeling and re-design

Posted: 06 Sep 2008, 03:29
by Saktoth
clericvash wrote:The models are looking awesome, i hope some mods do incorporate them :)
We need texture artists. Thats the communities bottleneck.

Re: [WIP] - My TA re-modeling and re-design

Posted: 06 Sep 2008, 19:05
by Cremuss
I didn't had the inspiration to tweak the moho mex so I started the big bertha.

481 polygons ( 895 tris )
http://cremuss.free.fr/fodb/files/bigbe ... nder/1.jpg
http://cremuss.free.fr/fodb/files/bigbe ... nder/2.jpg > no AO :p
http://cremuss.free.fr/fodb/files/bigbe ... nder/3.jpg > fire state. I've done 2 parts each side that rotate when the BB fire, like an "air cooling". Maybe some smoke can go out from them when the BB fires ^^

http://cremuss.free.fr/fodb/files/bigbe ... nshot1.jpg

The turret can rotate 30° up and 10° down. Enough for an artillery I think :d

Re: [WIP] - My TA re-modeling and re-design

Posted: 06 Sep 2008, 19:31
by Machiosabre
looks cool, but why no hammer moving back behind the gun in fire state?