Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Krackers87 on July 12, 2004, 12:10:03 pm
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(http://www.hades-combine.com/my-mods/hp-medusa/GTB-Medusa4.jpg)
4000 Triangles
Edit: Replaced pic with latest V. for the Atention Defecit who wont bother reading my last post...
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*wipes tear* It's finally happening... :)
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It's the triangle count that is really important not polys. I suspect that once triangulated that will be way too high.
Pity cause it's a beautiful ship.
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Turret?
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A lot of it is in the greebling, which would only be visible in LOD1. But the missile tips need to go(for gameplay), they're probably 100 polies apiece, but there are 16 of them.
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If I had to rate it on a 0-10 scale, my classification would be:
Missile pods: 8/10
Cockpit: 7/10
Middle part: 5/10
Engines and the back part: 9/10
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I like it, but I suspect that alot of those details are going to get lost in the textures. If you want to make greebling/detail stand out when textures are applied, you have to make it fairly exagerated. Take a look at Bobbaou's Deimos, most of the noticeable details have been somewhat "stylized' for lack of a better word.
For example, the second pic you posted, the back view, would not have the details lost, since they're big and chunky, but the front view has lots of subtle details which I fear may not show all that much ingame.
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(http://hades-combine.com/images/hp-medusa/GTB-Medusa3.jpg)
Took out the pods, so now its 2000 polys (so it was less than 100 per pod :p) i might make some new lower poly ones later on.
Originally posted by TopAce
Turret?
oops :nervous:
Edit: Nuts, i also forgot to do the guns.. :doubt:
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OK - you beat me - I basically suggested everything you did - except could you drop the green dot? That's a texture detail I reckon.
Otherwise, beautiful! :yes:
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The green dot is a refrence point of where i wanted to put a glow point, its like a beacon light.
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Originally posted by karajorma
It's the triangle count that is really important not polys. I suspect that once triangulated that will be way too high.
Pity cause it's a beautiful ship.
I always thought polys and triangles were the same thing...
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They are...Sort of. Polys can be any shape, but every regular 2d shape can be reduced down to a number of triangles. Many games, including FSO, reduce down the polies (Which may be squares, pentagons, dodecagons etc.) to their component triangles for rendering. This increases the polycount, but doesn;t change the shape of the model. So triangles can be polies, and once the model has been triangulated then they are the polies - but they can also be different.
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yeah, you have to triangulize, or you can't evaluate the performance hit.
I suspect the rounded intakes on the sides to be too much rounded, be sure they don't have more than 10/12 edges each at the border
Then you still can add the missle launchers, just make some intakes using 8 sided elements
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If I had at least a slight modelling knowledge, I would have made the rocket pods deeper.
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The following ships are still UGLY!!!!
-Sekhmet
-Lucifer (My eyes bleed because noone has ever tried to make her pretty)
-Cain/Lilith
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Krackers, if you want, you can get my cockpit from the link in my sig.
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Originally posted by LLivingLarge
The following ships are still UGLY!!!!
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-Lucifer (My eyes bleed because noone has ever tried to make her pretty)
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I think GalacticEmperor made a higher poly Lucifer for Inferno.
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Yeah, and it's supposed to be more like the one in Fs1 CBANIMS
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Originally posted by TopAce
I think GalacticEmperor made a higher poly Lucifer for Inferno.
It is for Inferno, but IIRC it wasn't GE that made it. There was a link to it somewhere in the recent threads in the Inferno forum. It has been suggested that it could be returreted and given a shield mesh, and then added into the Port, but the Port has been somewhat inactive for several months now. I think GE has left the community.
Later!
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What!?!?!
He can't leave... :(
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Inferno's Lucifer? I have that ship here, and im quite sure it isnt hi-poly. It has better (darker) maps, a ****load more turrets, and those two spike thingies coming out the top (as well as some claw-like turrets on the sides), and thats about all thats really different.
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(http://www.3dap.com/hlp/hosted/inferno/techimages/lucifergrid.jpg)
Not too pretty... Needs glowmaps and an evil *****ing shinemapping job. IT'S A LOBSTER ON CRACK!
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Its a lot better than the FS2 version, to be sure, though :)
And it does have glowmaps, thats just a really crappy pic ;)
Edit: And while I'm posting, thats a really kickass Hp Medusa, Krackers :)
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Originally posted by Jetmech Jr.
Its a lot better than the FS2 version, to be sure, though :)
And it does have glowmaps, thats just a really crappy pic ;)
The Lucifer is not in any FS2 mission unless you make one with it.
Still, that Streisand of a ship need shinemaps... It's evil aura is too bland.
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eh, I dont really notice any difference with shinemaps on shivan ships, to be honest.
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Until you've seen the Ravana shinemapped, take a seat.
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ok, ok, excluding the Ravana, I dont notice any difference :p
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The medusa there is a great start. :yes:
The HTLed fleet is growing by the day it seems. :D
In regards to the lucy before anyone starts one, i've got a partially complete one in the works (had it since before the fenris actually), but it's waiting for TI's demo to be complete before I begin the real work on it.
http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP1.jpg
http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP2.jpg
I'm going to go over the model soon and bring out all the recesses, improve the curves and general shape etc. :)
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:yes2:
What more can I say?
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HTL'd fleet is becoming a reality!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!... ect. you get the picture, I'm excited!!!!! :D
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remove the tiny things, the little super high poly cutouts for example,, add more detail to the cockpit/neck area, get Venom's cockpit model and use it, actualy use two of them, that thing's prety big, I have gotten Nico's model to work properly (the glass) the other day as he can atest.
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Originally posted by Vasudan Admiral
In regards to the lucy before anyone starts one, i've got a partially complete one in the works (had it since before the fenris actually), but it's waiting for TI's demo to be complete before I begin the real work on it.
Are you gonna give that baby a shield mesh, or are you just gonna wait for a decal-drived shield system for large ships?
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wich if I get the time might not be too far away
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The lucifer is looking awesome :yes:
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the new polys on the new lucifer seem to be makeing it look fat and thus less evil, try useing concave curves rather than the convex ones your useing now (that's the big diference IMO between shivan and vasudan design, vasudan ships use convex curves, shivans use concave, concave curves tend to lead to a lot of pointy bits). also I'd sudgest abandoning the overal texture map here, use it as a guide to seperate the hull into diferent sections that could be covered by tileable maps, there is a multi-texture effect that I've been thinking about trying that I think would be very good for this situation were you would be able to blend the old single overall texture over top of a bunch of tiled textures, useing two sets of geometry and alpha blended textures.
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Originally posted by Bobboau
wich if I get the time might not be too far away
:eek: :eek:
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Originally posted by Bobboau
the new polys on the new lucifer seem to be makeing it look fat and thus less evil, try useing concave curves rather than the convex ones your useing now (that's the big diference IMO between shivan and vasudan design, vasudan ships use convex curves, shivans use concave, concave curves tend to lead to a lot of pointy bits). also I'd sudgest abandoning the overal texture map here, use it as a guide to seperate the hull into diferent sections that could be covered by tileable maps, there is a multi-texture effect that I've been thinking about trying that I think would be very good for this situation were you would be able to blend the old single overall texture over top of a bunch of tiled textures, useing two sets of geometry and alpha blended textures.
Interesting idea with the alpha blending, though wouldn't it end up using a lot more system resources than it should? (assuming you mean have the tiled textures underneath showing through bits of the main map to give it depth/ 3d detail). What exactly was the effect you had in mind?
Anyway, it's a pretty old upgrade now (nothings changed since i posted those same pics in the 'test this plz' initial high poly fenris thread :p ) - when I get round to it i'll probably use it as a base, doing those recesses etc, (i'll keep the convex vs concave curves thing in mind. :) )
I have some other ideas for geometry/texture changes that should end up making the lucy look quite evil indeed, but I'd also like to stick as close to canon as possible, without sacrificing look. Basicly adding the detail I think [v] would have (and did in the cutscene lucys case) added if they had higher poly limits. :)
In regards to shield effect, whatever ends up working I guess, though the shield decals does sound pretty good. :)
errr, in an attempt to re-rail the thread ( :nervous: )
Krackers, will you be putting Nico's pilot dude into the cockpit? If that was done for most ships it would look very impressive methinks. :nod:
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the idea with the alpha blending trick is that from a distance you see the overall texture effect, but up close you see the detail that only a tiled texture map can produce.
when adding pilots make sure to keep them in corect scale
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Originally posted by Vasudan Admiral
The medusa there is a great start. :yes:
The HTLed fleet is growing by the day it seems. :D
In regards to the lucy before anyone starts one, i've got a partially complete one in the works (had it since before the fenris actually), but it's waiting for TI's demo to be complete before I begin the real work on it.
http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP1.jpg
http://www.sectorfiles.com/ti-file-dump/VasudanAdmiral/HTL-luciferWIP2.jpg
I'm going to go over the model soon and bring out all the recesses, improve the curves and general shape etc. :)
I'm more worried about the texture mapping than the HTL high poly.
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Originally posted by Bobboau
the idea with the alpha blending trick is that from a distance you see the overall texture effect, but up close you see the detail that only a tiled texture map can produce.
when adding pilots make sure to keep them in corect scale
I would think that specular lighting & env mapping would remove a lot of the need for close up detail, though.
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Update:
(http://www.hades-combine.com/my-mods/hp-medusa/GTB-Medusa4.jpg)
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Yes!
whats the poly count?
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Originally posted by Rictor
Yes!
whats the poly count?
Triangulated: 4000
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Nice :yes:
Although I like the turret it's too far from the old Medusa.
I don't now anything about modeling, but I think some changes at the marked areas might look good.
(http://www.ystart.net/upload/20040720/1090284194.jpg)
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While nicely modelled, the turret shouldn't be manned IMHO.
Otherwise...looking great!
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Very nice, with the exception of the laser gun. Please remove those 'spikes', they make the laser gun look like a missile.
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4000 polies? You spent almost 2k polies on the turret and the guns? That's not ideal methinks. HTL's good, but not that good.
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Are the 'bombs' included in these 4000 polies?
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Originally posted by Black Wolf
4000 polies? You spent almost 2k polies on the turret and the guns? That's not ideal methinks. HTL's good, but not that good.
Previous count was polys. This time it's triangles. That could account for the large difference.
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I think you are wasting polys on the guns, turett barrels and the rounded intakes on the sides of the missle pods
They are overrounded and the barrels overdetailed too, you could cut probably up to 1k triangles, which would be advisable since 4k triangles seems to me a bit too much
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A fighter or bomber should not go beyond 3000 triangles.
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Originally posted by KARMA
I think you are wasting polys on the guns, turett barrels and the rounded intakes on the sides of the missle pods
They are overrounded and the barrels overdetailed too, you could cut probably up to 1k triangles, which would be advisable since 4k triangles seems to me a bit too much
Uhh.. what rounded intakes? I got rid of the missle pds and it looks rounded because this is a fully rendered picture with 4x AA.
Edit: nm, those will be edidted soon.
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Can you do a wireframe? Sounds like you have a lot of extra polys/triangles.
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I think the laser cannons are too rounded.
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loose the extra detail on the turret, and the turret on the medusa (or the ursa, for that matter) is teeny.. prolly half that size, and either computer, or co-pilot controlled.