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..First modeling attempt.
Posted: 13 Mar 2007, 20:45
by Caz
I know it sucks. Trying to improve but I can't think of any ideas.. so I made this. It can rotate around but I guess I didn't think that far in aiming and such x_x
I just found Spring, used to play TA some years ago, so I are newb... Hello. <.<
http:/<deletethis>/img.photobucket.com/albums/v291/Cazruzult/tower.png
It won't let me post the image because I'm too new. Blah.
Re: ..First modeling attempt.
Posted: 13 Mar 2007, 21:02
by smoth
You need to break it into parts one solid object cannot move spring/ta works on an object based system.
don't use inset and extrude like that. it is a beginner's mistake. the neck of the turret probably should not be a hour glass shape.
Re: ..First modeling attempt.
Posted: 13 Mar 2007, 21:08
by Caz
smoth wrote:You need to break it into parts one solid object cannot move spring/ta works on an object based system.
don't use inset and extrude like that. it is a beginner's mistake. the neck of the turret probably should not be a hour glass shape.
It's in two objects, the base and the turret so it can rotate a bit..
Okay. Thanks for the tips.

Posted: 13 Mar 2007, 21:32
by Snipawolf
Not bad, better then mine, for sure, but don't worry, modelling is easy to learn, hard to master

Posted: 13 Mar 2007, 21:34
by rattle
It's pointing into the wrong direction. Should point in Z+ (where the blue line goes to :P).
Posted: 13 Mar 2007, 22:22
by Caradhras
hi!
nice to see some guys, which arent total masters yet ^^
Posted: 13 Mar 2007, 22:49
by Caz
...And my second attempt. *runs*
http:/<remove>/img.photobucket.com/albums/v291/Cazruzult/robot.png
The legs are hideous e_e;
Posted: 13 Mar 2007, 22:56
by Snipawolf
lawl, I'm not even gunna start on how to help with that... The pics too small, anyways >.>
Trust me, it won't take much time before your efficient at it, but you need to kill polygons as much as possible. Another helpful tip would be to see what all you can do. The Model itself for my Gunship, with its pic (below), is outdated, I cut 700 polies... Somehow... But kept the main shape, and the important aspects and details.
Pic :
I cut polies by
A: Making sure not to inset and extrude.
B: Made cylinders with 6 sides at most, except for the main cannon.
C: Bridging rectangles and squares next to each other, then deleting the 4 polies in the middle.
PS: A poly is a polygon, which is a face. Just incase ya didn't know
Posted: 13 Mar 2007, 22:58
by Caz
Snipawolf wrote:lawl, I'm not even gunna start on how to help with that... The pics too small, anyways >.>
Trust me, it won't take much time before your efficient at it, but you need to kill polygons as much as possible. Another helpful tip would be to see what all you can do. The Model itself for my Gunship, with its pic (below), is outdated, I cut 700 polies... Somehow... But kept the main shape, and the important aspects and details.
Pic :
...Holy CRAP you're good.
Posted: 13 Mar 2007, 23:00
by Snipawolf
Thanks, but its not all that good, its still a wee bit inefficient. Refresh the page or relink so you can see a few tips I gave
edit: BTW, the bottom-most pic is a render that I used to make the model. If you can find a render of pic of something and it looks good, try to model it yourself.
Posted: 13 Mar 2007, 23:17
by rattle
Guess what's not facing in the right direction... :P
Most people refer to triangles when they mention polygons by the way.
Posted: 13 Mar 2007, 23:57
by Snipawolf
lol, I actually did rotate that when I improved it, so no worries their

Posted: 14 Mar 2007, 00:46
by smoth
Caradhras wrote:hi!
nice to see some guys, which arent total masters yet ^^
/me is no master.
IS THA MASTAAAAAAAAAAAAAAAAAAAAAAAAA!
Posted: 14 Mar 2007, 01:11
by Snipawolf
lol smoth

Posted: 14 Mar 2007, 02:36
by Caz
How many polys should you aim for each unit? What will cause too much lag and what is okay for zerg units etc?

Posted: 14 Mar 2007, 02:50
by Snipawolf
Well, mostly, you should try to keep it as low as you can, but if ya gotta go high, then its okay..
Well, heres my idea of where the numbers are at...
<300 Poly - Rush Unit
300-600 Poly - Standard
600-1000 Poly - Not seen very often.
1000-2000 Poly - Super Unit-ish
2000+ - Super Unit, game ending/changing
Posted: 14 Mar 2007, 03:01
by Caz
Snipawolf wrote:Well, mostly, you should try to keep it as low as you can, but if ya gotta go high, then its okay..
Well, heres my idea of where the numbers are at...
<300 Poly - Rush Unit
300-600 Poly - Standard
600-1000 Poly - Not seen very often.
1000-2000 Poly - Super Unit-ish
2000+ - Super Unit, game ending/changing
Ah, thanks for the list.
I made some sort of mortar tower that looks usable.. 300 polys. If I can figure out how to skin it/animate it/put it into a mod in the next few days I'll be happy. :>
Posted: 14 Mar 2007, 03:08
by Snipawolf
Remember to research it, UV mapping is a lot easier than it sounds, animating is technically non existant for towers, putting it in is gunna be a pain...
Remember to use the wiki and study other peoples mods and examples.
Posted: 14 Mar 2007, 03:16
by Caz
Snipawolf wrote:Remember to research it, UV mapping is a lot easier than it sounds, animating is technically non existant for towers, putting it in is gunna be a pain...
Remember to use the wiki and study other peoples mods and examples.
Towers would need to rotate the turret to what they're firing at, is that not animation?
UV mapping.. is that getting the parts needed to make a skin? I think I looked it up and went through it..
Thanks again for the advice.
Posted: 14 Mar 2007, 03:19
by Caz
I can get it so it unfolds and all the pieces are there.. but what do I do with it? There's no way to save it and such.. do I just take a screenshot and put it into photoshop or something? :\