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Flea remake (released)

Posted: 23 Apr 2006, 18:31
by Zenka
I hear you thinking: 'Oh no, why would someone want to remake that useless little blob of... of... what is it anyway?'

Well since the flea is one of my faforite units (And just becouse I won from Day in Fleabowl). It's small, cheap, it can intercept crawling bombs and scout. and most of all, it's annoying!

Image
Unfortunatly, the current model is 1099 Triangles. (I was aiming for 500).
'The legs aren't connected!' Well that's becouse they were, but the spheres connecting them are removed, since they took 68 polis each. and since the model is going to be so small, you would notice it. Ever lookt at the current sumo?

Anyway, Any thought, remarks, pointers, crits, cheers etc. Please!

Posted: 23 Apr 2006, 18:34
by Sleksa
:shock: Awesome ^_^

Posted: 23 Apr 2006, 18:35
by AF
Cookie for Zenka!

Posted: 23 Apr 2006, 18:43
by Zoombie
Looks quite evil.

Excelent work!

Posted: 23 Apr 2006, 19:45
by FireCrack
You can definitley model the ribs more effectively, and the texture could use some work.

You can probably also cut down the triangles in the eyes.

Posted: 23 Apr 2006, 20:10
by Cheesecan
Like FireCrack said simplify the ribs and eyes to save polys and add back the feet blobs too keke. Looks great anyway!

Posted: 23 Apr 2006, 20:11
by NOiZE
Looks nice... whats the polycount?

Posted: 23 Apr 2006, 20:12
by FireCrack
1099, as said in his original post...

Posted: 23 Apr 2006, 20:18
by Zenka
How would I pimplify the ribs? unless I would make them 2d (like the current arm FARK/rezz kbot)

Indeed the eyes takes up 28 tris each. I could simpify them. but the blobs from the legs are far higher then that.
and I need to scrap 599 polis from it...
hmmm...

argh, curse you all with your slow CPU's! (mine doesn't have any trouble with 100 of these in game)

Posted: 23 Apr 2006, 21:23
by Min3mat
yeah i think that making the ribs flat then texturing ribs over would work well and not make that much change

Posted: 24 Apr 2006, 02:07
by FireCrack
You could remove what you have now, and cut an "overlapping zigzag" pattern into the main body.

You can use 8 triangle ioscahedrons for the leg joints

the eyes can be toned down by manualy seraching for unnecesary polygons.

Posted: 24 Apr 2006, 02:34
by Dragon45
Ribs can be texx'ed/painted on.

You need to break up leg texures fomr main body texures or use varying textures so it doesnt look like moving dot.

needs logo texxes.


Good model otherewise!

Posted: 24 Apr 2006, 04:27
by Maelstrom
Great model! It needs a better texture but the model looks great.

Posted: 24 Apr 2006, 04:42
by IceXuick
you could also delete the lower mesh vertexes of the ribs, what would reduce that polygon count by a factor 2. I don't know if this is possible?

Posted: 24 Apr 2006, 04:57
by SwiftSpear
You need to acctually model the joints. It looks stupid when there's space between them and no joint modeled.

Posted: 24 Apr 2006, 08:54
by Zenka
Image
I've flattend the ribs, simplified the turret.
In the end, I had not much options left then to remove the eyes. And paint them on it. (don't mind the black spot, it's just there becouse maya wants to show her direct painting option with no eraser).

It currently has 657 Triangles. Sadly, if I want to turn it down even more, I'll have to adjust the native form it's having, thus making him look less round.

ImageThis on is with closed legs. I find it even worse then the open ones, but I'll leave that optinion to you ;)

Posted: 24 Apr 2006, 09:02
by NOiZE
now just a decent texture :)

Posted: 24 Apr 2006, 10:10
by SwiftSpear
Why can't you just add joints? All it would take is a single square block off the end of the forleg a little bit to show that it's acctually connected to the upperleg...

Posted: 24 Apr 2006, 10:53
by GrOuNd_ZeRo
I don't like the tan-colored texture, it would look better with something closer to the original which was more metallic.

And I actually liked the eyes from the previous model.

Posted: 24 Apr 2006, 10:58
by FireCrack
I still see how you can what off a bujnch of triangles without sacrificing detail.