Author Topic: Assault Gunboat - WIP  (Read 41048 times)

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Offline chief1983

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Re: Assault Gunboat - WIP
No, you definitely need to set up smoothing in advance.  Don't worry about making the normal maps right now.  Just keep in mind that when the time comes, most small details can be implemented without having to model them.  Just do the big stuff first, don't completely detail one part of the ship at a time.  Then, you can add detail until you feel it's detailed enough.
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Re: Assault Gunboat - WIP
ok so whats the trick to the smoothing process then? =D i havent seen any of that covered in the tutorials

Edit: I've got the poly count down to 3104 per side right now... not done yet =p
« Last Edit: August 27, 2008, 06:48:45 pm by Vertigo 7 »

 
Re: Assault Gunboat - WIP
ok here's the latest... i'm not sure how much more reduction i can get with out yanking some of the details... i'm thinking maybe the long thin dips on both wings between the panels, however the big poly hog here is still the engine at just over 1k, everything else is below 500





i think for the gun im still gonna take a few edges off... should knock off another 20 or so faces... looking at the wings, what do you think? also should the gun be longer/wider?


 

Offline maje

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Re: Assault Gunboat - WIP
make your guns longer.  Try to make them in proportion to the wing similar on how the guns of the Lambda are, in relation to its wing.

At this point, instead of worrying about polycount, just model the rest of the thing, and worry about optimization later.
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Offline chief1983

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Re: Assault Gunboat - WIP
You could worry about optimization later, at least of the parts you've already done.  But, for everything you do, really try not to use too many bevels and faces for cylinders.  I can't help you with truespace smoothing, it is possible but I've heard it's a bit wonky to do.  It's still worth learning though.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline chief1983

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Re: Assault Gunboat - WIP
Also, I see what brand was talking about.  In the whole of the model, that little dome next to the gun could probably be done entirely on the normal map.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Assault Gunboat - WIP
hrmz... that bump thing is the pivot point for the gun... if i ditch it, how can i makes it move properly?

oh and as of this post i made the gun barrel have 8 faces onry... fillet tool cause the extra smaller ones in there and i made em go away.

 

Offline chief1983

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Re: Assault Gunboat - WIP
The pivot axis doesn't have to be part of a phsyical object I'm sure.  And the bump will be there visually on the texture and normal map.  Sounds good about the gun barrel, 8 is probably plenty for that.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: Assault Gunboat - WIP
from an efficiency point of view, how much of an increase in polys should i expect once triangulated? i'm about 1:1.5 right now... 1030 to 2464 per side

 

Offline chief1983

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Re: Assault Gunboat - WIP
It's just all in how big your untriangulate polies are.  If you have a lot of flat areas with multiple vertices, expect it to go up a bit.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

  

Offline brandx0

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Re: Assault Gunboat - WIP
Well, looking at it I don't think you need to model those panels at all on the wings.  Chief suggested I do up a little example, by copying your wing, so here we go:

Let's start by looking at the final product:


Pretty snazzy for a few minutes of work.

So let's start back at the beginning, what does this model look like without any maps? 



Whoa, where did all the detail go? Well, the secret is that they're in the maps.  There are two maps in play here, the diffuse map and the normal map, which together take this flat, boring object and turn it into something detailed.

The first map we apply is the Normal map.  Basically this is height data, where the computer will look at the map to figure out how to shade the object, pretending that it was real geometry, but it actually isn't, because no faces are being raised or lowered.



So that's the model with the normal map, but it still doesn't have quite the depth we're looking for, this is where the diffuse map comes into play.  The diffuse map doesn't only include colours to go on the model, but can also be used very effectively to give an illusion of other details.  Basically what I've done is take the normal map and screw around with it a little, adding some shading and subtle colour differences on the diffuse to give a better illusion of depth. 


(Note that this is a terribly UVMapped object, but hey, it's simple for the sake of example)

With these combined, the object now looks as detailed as yours, but with only 44 triangles in total.




And yes, I know I forgot to make a hole for the gun barrel.  So shoot me.
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Offline aRaven

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Re: Assault Gunboat - WIP
and while you're at it, just finish the whole model brandx0 ! :D

 

Offline chief1983

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Re: Assault Gunboat - WIP
Nope, I know he's got other stuff to work on, and this isn't something I even want him to spend a few days on really.  As stated, this wasn't a terribly high priority model for us, but if  Vertigo can clean it up and make it nice, it may see use in the mod.
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline brandx0

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Re: Assault Gunboat - WIP
I won't be doing the model.  I was against it being included in the first place.  This post was just to hopefully help him out a bit.
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 
Re: Assault Gunboat - WIP
gasp.... ok... so i need to delete all of the panels then.... this is what i've been getting at... my pops hooked me up with photoshop CS2 (hes trying to find his CS3 upgrade) so i need to export the UV map to create the normal map, correct?

 

Offline Galemp

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Re: Assault Gunboat - WIP
This post was just to hopefully help him out a bit.

Thanks a lot for that, BrandX. Would that more people took your advice. :)
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Re: Assault Gunboat - WIP
this is all a learning experience for me =) im lovin doing this.... I'm damned determined to get this right

 

Offline brandx0

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Re: Assault Gunboat - WIP
Hehe, well I'll be doing up some tutorials soon, I've starting drafting them about a few of the techniques I use in modeling, mapping and rendering.

As it stands now I think I'll be doing one tutorial on my rendering setups and what sort of rendering is best for showing what, another one for some of the effects I use in my maps.
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I love you with a highly symbolic torpedo up the exhaust port"
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Re: Assault Gunboat - WIP
ok taking brandx's advice, i dropped most of the panels... i still left a few on there till i can see what i can do with mapping... anyways, here's the latest including a new hull... i still need to add the top guns for the ion cannons and figure out how im gonna do an impression for the cockpit glass, but 3904 is the current poly count triangulated, and im expecting ~4200 with the final touches maybe less, i donno


 

Offline brandx0

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Re: Assault Gunboat - WIP
leave the cockpit glass as is, do it in the map
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport