Page 1 of 2

Modelling by reivanen

Posted: 24 Feb 2009, 21:20
by reivanen
This is my third attempt at modelling, the two previous models i practiced with can be found in the WIP-thread.

Since this one will eventually be made into an ingame unit, i thought i'd start a new thread now where i will put it and my future units in.

Comments are welcome and especially suggestions about how to avoid errors in the future (if you can find any ;))

CATdawn/CATler
Image
Image

Fighter MkI
Image

Heavy Bomber
Image

Re: Modelling by reivanen

Posted: 24 Feb 2009, 21:21
by MidKnight
reivanen wrote:This is my third attempt at modelling, the two previous models i practiced with can be found in the WIP-thread.

Since this one will eventually be made into an ingame unit, i thought i'd start a new thread now where i will put it and my future units in.

Comments are welcome and especially suggestions about how to avoid errors in the future (if you can find any ;))
err...
EDIT: atachments didnt show up for me :?
sorry!
EDITEDIT:You dirty little ninja-edit-er! :twisted:



Comments on the model:
A: spring s3o cannot render 2 sided faces (IE your fans wont show up ingame unless you make them closed polygons) :P
B: the missile batteries are way too small, and dont really seem suited to the model (also: remember to make missiles a seperate mesh so you can do reload anims! :wink: )
C: the unit has way too little lift. 1 teensy fan for a heavy assault gunship?

Re: Modelling by reivanen

Posted: 24 Feb 2009, 22:00
by reivanen
MidKnight wrote: Comments on the model:
A: spring s3o cannot render 2 sided faces (IE your fans wont show up ingame unless you make them closed polygons) :P
B: the missile batteries are way too small, and dont really seem suited to the model (also: remember to make missiles a seperate mesh so you can do reload anims! :wink: )
C: the unit has way too little lift. 1 teensy fan for a heavy assault gunship?
The weapons and the fan are just placeholders. When the purpose of the model is clear (emg/missiles/other), and the way the fan animation will be done in is decided (or if there will be a fan in the first place), i'll make them final.

Half of the tail fins were just 2 sided faces, so this must be corrected, thanks for the info.

Just look at the harrier jumpjet's engines. I'm pretty sure my model has enough lift/size of the engine when you compare ;)
http://en.wikipedia.org/wiki/File:Vecto ... er-jet.jpg

Re: Modelling by reivanen

Posted: 24 Feb 2009, 23:10
by smoth
dish is superior.

Re: Modelling by reivanen

Posted: 24 Feb 2009, 23:23
by Hoi
You did something strange with the cylinders, you'd better delete them and then use 8 sided cylinders, and don't connect the edges becaus that's alot of waste.

But not bad :wink:

Re: Modelling by reivanen

Posted: 24 Feb 2009, 23:53
by reivanen
Hoi wrote:You did something strange with the cylinders, you'd better delete them and then use 8 sided cylinders, and don't connect the edges becaus that's alot of waste.
Sorry, but i don't understand what you mean. Are you talking be base of the aircraft that once was a cylinder, or about the gunbarrels? If the guns, i stated in my last post they are just placeholders..

Here is a pic of revision 2 after cleaning up a bunch of geometry and some changes to the gun mounts. Better or worse?

Image

edit: the geometry cleanup was done to the tailfins and bottom, neither show up on the picture i took. Sometimes it would be better to think first and act later :D

Re: Modelling by reivanen

Posted: 25 Feb 2009, 00:05
by smoth
worse

Re: Modelling by reivanen

Posted: 25 Feb 2009, 00:47
by TheRegisteredOne
think out the geometry before hand rather than just messing round until you get something cool

Re: Modelling by reivanen

Posted: 25 Feb 2009, 01:07
by reivanen
Fighter MkI
Image

Re: Modelling by reivanen

Posted: 25 Feb 2009, 01:07
by smoth
smoth wrote:worse

Re: Modelling by reivanen

Posted: 25 Feb 2009, 01:22
by MidKnight
the geometry can be made MUCH simpler without significantly changing the look of the unit. Something like that fighter could probably be made with under 100 polies. Of course I'm not asking you to strip it down to 100 polies, but lots of the faces on that model are extraneous.

Also: your fighter doesn't "look" very fast. See pressureline's post(s) on my models for elaboration :-)

Re: Modelling by reivanen

Posted: 25 Feb 2009, 01:52
by maackey
http://www.subdivisionmodeling.com/forums/

^ I remember that this forum/topic was really helpful to me when I first started. In my humble experience I've noticed that you have many harsh "poles" which make your model ugly. Don't be afraid to use more polygons if it means your unit will look better. The spherebot model has thousands of polygons and it replaced the peewee for CA.

Hope this helps :-)

Edit: Link fixed. Just go to the site and under sharing techniques, there should be a topic about poles.

Re: Modelling by reivanen

Posted: 25 Feb 2009, 02:20
by MidKnight
your link got om nom nom'd :wink:

Re: Modelling by reivanen

Posted: 25 Feb 2009, 07:07
by clumsy_culhane
protip: Dont use sketchup for spring moddelling, it really fails hard when trying to get your models ingame (Its possible, but its very very very difficult and the results are not that great..).

Re: Modelling by reivanen

Posted: 25 Feb 2009, 10:25
by Saktoth
Dont encourage him to cut polygons. He's not at that stage.

He needs a lot more detail on that model.

Re: Modelling by reivanen

Posted: 25 Feb 2009, 11:53
by Hoi
It's not about cutting polys for the tricount, it's about cutting polys so he has a good mesh BEFORE he adds more details.

Re: Modelling by reivanen

Posted: 25 Feb 2009, 14:41
by smoth
ummm, sometimes it is easier to use a higher poly count in areas then you go in and refine the shape afterward clean it up. Refining as you go can be a waste of time

Re: Modelling by reivanen

Posted: 25 Feb 2009, 17:08
by rattle
TheRegisteredOne wrote:think out the geometry before hand rather than just messing round until you get something cool

Re: Modelling by reivanen

Posted: 25 Feb 2009, 21:39
by Guessmyname
rattle wrote:
TheRegisteredOne wrote:think out the geometry beforehand rather than just messing round until you get something cool
:oops:

Guess how I usually work '>_>

Re: Modelling by reivanen

Posted: 25 Feb 2009, 22:50
by Argh
I usually do a bit of both- really simplistic concept drawing followed by actual modeling. Final shape and form are modeling, though, because there are a lot of things that look vaguely cool in a concept piece that look terrible when you have to realize them in 3D.