I quote myself on a question that hasn't been answered..Snipawolf wrote:Does it have to be mechanical? Or can we have some thing made of flesh?
Model Competition 0001 - Small Fighter/gunship/bomber
Moderators: MR.D, Moderators
That one's being used on A-10s iirc (and probably every other US plane. No wait, they used the M-61 vulcan! 10 mm caliber difference
).

And I remember carrying Vulcans and Avengers around in Fallout...
edit: Oh and could we raise the poly count to 1100? or 1200? Model's done at about 920 tris but in order to add weaponry that doesn't look stupid I need at least another 200 polys. It's going to be 6 rockets, 2 bombs and 2 guns and I'd rather have them not look like "carrots on sticks" :)


And I remember carrying Vulcans and Avengers around in Fallout...

edit: Oh and could we raise the poly count to 1100? or 1200? Model's done at about 920 tris but in order to add weaponry that doesn't look stupid I need at least another 200 polys. It's going to be 6 rockets, 2 bombs and 2 guns and I'd rather have them not look like "carrots on sticks" :)
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
@MrSpontaneous: Can we at least see a screenshot? I'm at work.
@Rattle: There are no limitations on style. You can make a bird, a flying orangutang, a flying saucer from a 1950's space movie... whatever suits your fancy.
And Rattle, you're doing fine. If you found that many wasted polygons, then you're headed in the right direction.
Some useful numbers to keep in your head at all times:
A perfect square: 2 triangles.
A perfect trihedral-base pyramid: 4 triangles.
A perfect cube: 12 triangles.
A perfect six-sided column: 20 triangles.
A perfect eight-sided column: 32 triangles.
A perfect twelve-sided column: 38 triangles.
A perfect sixteen-sided column: 64 triangles. If you ever use more than 16, it'd better be HUGE
A perfect sphere that will look perfect at almost all shading angles in Spring: 216 triangles. I should probably post mine- I have some software that will tesselate perfect spheres at various values, already spheremapped.
@Rattle: There are no limitations on style. You can make a bird, a flying orangutang, a flying saucer from a 1950's space movie... whatever suits your fancy.
And Rattle, you're doing fine. If you found that many wasted polygons, then you're headed in the right direction.
Some useful numbers to keep in your head at all times:
A perfect square: 2 triangles.
A perfect trihedral-base pyramid: 4 triangles.
A perfect cube: 12 triangles.
A perfect six-sided column: 20 triangles.
A perfect eight-sided column: 32 triangles.
A perfect twelve-sided column: 38 triangles.
A perfect sixteen-sided column: 64 triangles. If you ever use more than 16, it'd better be HUGE

A perfect sphere that will look perfect at almost all shading angles in Spring: 216 triangles. I should probably post mine- I have some software that will tesselate perfect spheres at various values, already spheremapped.
Last edited by Argh on 21 Sep 2006, 01:56, edited 1 time in total.
I'd rework the cockpit, rocket, guns, and remove the inset of the body in the back, the exhausts are fine. The cockpit could be half triangular (flip the current on Y and remove 50% of of the the upper part and replace it with a quarter dome. The guns shouldn't be pointy sticks but they're ok. This kind of reminds of an old game from 1995 called Star Crusader by Take 2 (space combat sim) thus I like it. Take a picture of it next time (don't forget to cut it down in size).
- MrSpontaneous
- Posts: 242
- Joined: 09 Sep 2005, 22:39
You're not going for the Trogdor are you?
Well I'd try to avoid sharp edges (>30-45°) as fleshy things don't have edges (normally).
Start off with a cube and increase it's height, start doing the chest section, then lower body front, then rear section + leave place to attach parts like legs, arms, wings, the tail.
Make yourself a pattern in the cube first using the edge mode and hitting 2 to 0 (2 dispenses 1, 3 dispenses 2, etc.... vertexes on the selected edges, you can easily make a square parttern with it), and hit C then (if conncet is bound to C for you) and, well, start (de)forming a chest, lower body, what ever out of it... works for me, I've done the cockpit partially that way and several other things on different models.
You could also start working with any other shape but cubes work for me usually. octotoads are useful sometimes too.
A general advice to easen up a wings user's life when it comes to place ment of parts on each other is to use the Put On function (I think you have to enable advanced menus in the options first before that becomes available).
To use that function simply select the face on which the object should be put on, then select Put On from the context menu and lastly select the face to put it on and right click. I positioned almost everything that way on most of my models.
E.g. when you finally are done with the body and legs (and hopefully left a straight face on each of them) you can simply attach them using the straight faces in a perfect fitting position.
Well I'd try to avoid sharp edges (>30-45°) as fleshy things don't have edges (normally).
Start off with a cube and increase it's height, start doing the chest section, then lower body front, then rear section + leave place to attach parts like legs, arms, wings, the tail.
Make yourself a pattern in the cube first using the edge mode and hitting 2 to 0 (2 dispenses 1, 3 dispenses 2, etc.... vertexes on the selected edges, you can easily make a square parttern with it), and hit C then (if conncet is bound to C for you) and, well, start (de)forming a chest, lower body, what ever out of it... works for me, I've done the cockpit partially that way and several other things on different models.
You could also start working with any other shape but cubes work for me usually. octotoads are useful sometimes too.
A general advice to easen up a wings user's life when it comes to place ment of parts on each other is to use the Put On function (I think you have to enable advanced menus in the options first before that becomes available).
To use that function simply select the face on which the object should be put on, then select Put On from the context menu and lastly select the face to put it on and right click. I positioned almost everything that way on most of my models.
E.g. when you finally are done with the body and legs (and hopefully left a straight face on each of them) you can simply attach them using the straight faces in a perfect fitting position.