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Flash redo?

Posted: 10 Dec 2007, 07:07
by TheBigPK
Hey all I was looking at this concept art for something that would be kind of easy to try and model for practice and I chose the flash. This is what I came up with:
Image
I've been working to get it ingame for a bit (mostly just for practice, I haven't attempted to properly UV it yet) and figured out upspring to an extent. I'm going to have to rework it a bit to have the same heirarchy as the flash in CA and while i was starting that, I noticed the CA flash has some giant boxes for the Muzzle parts of the model. How do I know how big to make those... or what are they for?
Here's a pic of what i mean
Image
I'm a bit of a noob for this but I'm kinda reading around to get better... I'm also kind of assuming at this point that the current flash script will transfer to my model easily if I just create this heirarchy correctly; is that horribly wrong?

Also the model is just for practice so i'm open for criticism but it's really like my 4th model ever and I just wanted to see something I made ingame. I think the turret is too tall or small or something but meh, if you look at the pic i was using it makes sense i suppose.

Posted: 10 Dec 2007, 07:24
by quantum
I added them to provide a direction to effects. Dont bother putting them in your model. There are better ways to define the direction of effects, I was just being a nub.

My feedback is that the turret is probably ok, but the barrels should be longer and thinner. Otherwise it looks like a nice model :-)

Posted: 10 Dec 2007, 07:30
by lurker
The turrets are too far apart for my taste, and the treads are dwarfed by the body, with the whole package looking somewhat like a spaceship. I think it looks like too heavy of a tank to be flash-level, but well done. For your fourth model, very well done.
And I notice everything is in quads right now. The way you model or are you planning for a .3do?

Edit: hmm looked at the source picture. Think about cutting out a slice front to back of the very middle where nothing is happening, and enlarging the treads a bit, possibly moving them outward. I think that would make a very nice looking small tank.

Posted: 10 Dec 2007, 07:31
by TheBigPK
Meh your model pwns mine in the face :P... I'm just trying to understand unit creation. Do I have to define the direction of the effects still or put an actual muzzle object in still though?

edit: its in quads to save polygons. theres tris here and there but i figured it'd be more efficient with quads. until like 2 days ago I just had it with xgons everywhere; kinda how noob i am :P. So i just became familiar with the tessellate function and did that real quick.

Er and I'm not sure what you mean about the slice out of the middle... like slice it, make the model wider, and put it back together ? I do agree the tracks look weird it took me awhile to settle with them like they are. If I try to make them much wider at all they poke out of the armor on the outer sides and then if I lower the tracks or raise the armor it doesn't quite look right anymore....
edit again: er maybe lowering them and making them a bit wider might work looking at it again

really just want to know if I can use the same script or not; or if i should. i wasnt going to release it to anyone if thats ok quant. I guess it might be more rewarding for me to figure out how to do it myself.... haven't looked it up though :P

Posted: 10 Dec 2007, 08:40
by quantum
TheBigPK wrote:Meh your model pwns mine in the face :P... I'm just trying to understand unit creation. Do I have to define the direction of the effects still or put an actual muzzle object in still though?
It's not my model, it comes from the evolva set. I wish I knew how to model... :cry:

There are two ways to define the direction of effects: one is placing a point and orienting it with animations. The other is the one I use: place a piece with at least two points. The two first will be used to set the direction of the effect.
The first is the best method since it doesn't cause ugly boxes to appear when the unit is drawn with Lua.

If you want to use the CA script, you'll need to have four effect-orienting pieces with at least two points. There is no reason not to modify the script though.

Posted: 10 Dec 2007, 08:53
by lurker
Quads aren't more efficient, it's rendered with tris. What's noob about having raw polygons? O_o

I'll draw you a picture of what I meant, unless this ascii art works:

Code: Select all

        front view:
 __ 0==0 __      __ 0=0 __
/  |----|  \    /  |---|  \
\__/----\__/    \__/---\__/
   before          after
Just narrowing it a little bit.

Posted: 10 Dec 2007, 11:44
by rattle
Nothing wrong with modeling in quads and ngons because it will be tris either way in the end and it's easier to unwrap... you should set up proper smoothing groups (hard/soft edges) btw., full soft-shading is eww in spring and this also helps with unwrapping since hard edges will be pre-marked as seams.

I can prepare one of the other tank scripts in like 15 minutes and as long as this is going to have properly animated treads.

Posted: 10 Dec 2007, 12:25
by clericvash
There was already a re-done flash and it looked awesome...

Posted: 10 Dec 2007, 12:40
by AF
Image

To be more precise it looks a little like the turrets are too long, but we'd need a proper comparison from top down.

Also I would think that the turret area is sunken not raised which would be a second solution to what argh says.

For one the barrels should be just as long as the mounting that folds them in that direction, if you look at the art the barrels start half way whereas yours start a quarter of the way up.

Posted: 10 Dec 2007, 12:42
by Snipawolf
Also I would think that the turret area is sunken not raised which would be a second solution to what argh says.


Argh hasn't said anything :lol:

Posted: 10 Dec 2007, 12:45
by AF
DAMN YOU LURKER!

Posted: 10 Dec 2007, 22:38
by TheBigPK
Good point AF it probably would look better if the turret area was sunken I'll have to give that a try... and I had no idea it would just switch to tris, good to know :P

Heres a topdown to compare
Image
I didnt know what to do with the circled part in the back... and the turrets are a bit long. I had the middle of the body raised mostly because of the shading in the front i outlined, bit either way it would probably look different and cool if I sunk it in. It's exam week but I'll give it a try tonight after I get some coursework caught up.

Posted: 10 Dec 2007, 22:55
by AF
your tracks are also far too thin, youc an see the back of the tracks poking out at the back.

That area at the back, is where the track covers jut out past the main body.

Posted: 11 Dec 2007, 03:18
by ironized
who says it has to stay true to original ta, i like it, i love the treads, i reckon it looks awesome.


the original looks good, but i much prefer this one with its subtle differences...

Posted: 11 Dec 2007, 05:04
by Sheekel
IIRC Runecrafter also did some work on this.

[EDIT] Found it:

Runecrafter wrote:Here is what I have done so far.

Image
The Arm Flash with some texturing so to give an idea of what these models will look like after the texturing phase.
Image Image

Image Image

Posted: 11 Dec 2007, 05:40
by ironized
they is some nice textures

Organized?

Posted: 11 Dec 2007, 05:54
by Pxtl
There a better-organized site for this remodelling effort so people can see what's done or needs doing?

Posted: 11 Dec 2007, 06:31
by smoth
ironized wrote:they is some nice textures
They, like mr. d's models are being shown in a ray tracer which makes everything look like sex. Even though I still like mr. d's models, I just wish we had full bright shots.

ex of raytrace sex:
Image
Image

some flat shaded crap:
Image
Image

anyway I am tired, gotta get to bed so I can go apartment shopping. long drive to the next state over so I can look around... meh eyecandy.

Posted: 11 Dec 2007, 07:37
by TheBigPK
wow runecrater's looks awesome... did he ever put it into a mod or anything?

edit: errr... I have no idea where I pulled that from :P. My connection at home sux so I couldnt check =/.

Posted: 11 Dec 2007, 08:12
by Sheekel
TheBigPK wrote:wow sheekel's looks awesome... did he ever put it into a mod or anything?
its not mine, please read the post.