Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Taristin on January 10, 2006, 08:22:29 pm
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This.
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I'm guessing that the polycount on that thing is already too high for a game model with just one side modeled, isn't it.
Looks awesome though.
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if attached to the main model, and mirrored... 19090 polies.
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What? I'm confused. That doesn't look very high-poly in that picture, at all.
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Bastard. I was gonna work on that next. In fact I had come up with some great optomizations for it; specifically, you don't need to render all the parts of the tubes in the middle, and secondly, you should use alpha-mapped girders around the outside.
It looks like you haven't done much except a basic tech test (which is what I've done) but I can get the same job done and look just as good with 10% of that polycount.
Tell ya what, leave it to me. I'll do it. :rolleyes:
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I... had no intention of actually doing ths one... Hence the title... so be my guest. Pottymouth :p
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Well, yeah, but now you've started the discussion.
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What? I'm confused. That doesn't look very high-poly in that picture, at all.
Look very closely at the pink parts on the left side of the picture. Having all of that modeled sends the polycount through the roof; that one section is all that's been touched and the thing is already at 20k polygons.
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well, in fairness, it's only 10k for that one side. the other sie combined brought it to 20k...
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:eek2:
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's fun to mess aound when there's no real constraints. Cutscene-like models here! >..>
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;7
You know with set-ship-model you might actually be able to use that model for a cutscene...
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Mmmmmmmmm I like it.
So is the 20k polies LOD really that bad for performace?
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tre sexi
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;7
You know with set-ship-model you might actually be able to use that model for a cutscene...
Uh-oh... :nervous: I'm afraid to see how long it'd take to convert to a pof... or even worse, to create an index buffer.
Mmmmmmmmm I like it.
So is the 20k polies LOD really that bad for performace?
Oh the model has way more than that now... and it's not really worth it. If anything I'd just rebuild it from scratch. I wanted to anyway... >..>
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This is kinda fun... but I'm still gonna o it over from scratch, ince this is killing my system >..>
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Don't delete it though.
I have a plan(tm).
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What sort of plan™?
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Stop that! I said I was gonna try it.
Say, if you have any custom textures (like extracted maps for the gas tanks) I'd like to use them.
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Uh-oh... :nervous: I'm afraid to see how long it'd take to convert to a pof... or even worse, to create an index buffer.
Yeah...we really need an editor that supports an IBX chunk.
::looks at Kazan::
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This model is 2068 polies. You'll have to excuse the makeshift textures, I don't know what method Raa used on his gas tanks.
Using this method I bet I can get the final Zephyrus under 10k polygons; I figure 2k for each side, a thousand for the bottom tanks, another 2000 for the tanks on the back end, and then all the other miscellaneous greebling I'd like to do on the intakes and engines.
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Well........ since I said I wasn't being serious, I didn't optimie the chamferred cyllinders. So yeah, lots o polies there.
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this is such a good place for detail boxes I don't think I even need to mention it.
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Could a mod/admin change the thread title, please.
This is a lotta progress on the tanks, but there's of course much more that could be done with the more generic tiled bits. Working from the concept art, I think I'd like to keep it fairly blocky but with the occasional doodad here and there.
The person with the closest guess to the current polycount wins a prize!
Note: prize is intangible and nonexistant.
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Is it me, or do all these pictures need better lighting?
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Half you, half your monitor. :p They're definitely visible on my monitor, but a tad brighter wouldn't hurt. ;)
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Woah. The mouth opening is incredible - I love how you spilt the sides.
yay 300th post but then again I've had 4 years...
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I like it.
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Fluffed up the back. Anything else I should do?
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Is there any detailing on that tripod collar thingy sticking out of he bottom?
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indeed. that 6 poly spike on the bottom needs real detailing.
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I kinda like it just how it is.
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Its true to the concept but it just looks to bland to be assoticated with the rest of the ship in my opinion.
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I always found it odd how the sephyrus has such glowy engines.
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Meh. Tried something, didn't really work out. I may try a different approach.
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By the look of the concept art, the leg on the bottom there really should be completely rectangular. The diamond profile from below just doesn't work in my opinion.
Otherwise, I'm mightily impressed. How many textures are we up to at this point?
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At the moment, 8, but I'm sure at least one of them is redundant.
Yeah, I'll remodel the bottom fin from scratch, see what turns out.
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Did this ever get finished ?
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Holy crap. I had stopped working on it and completely forgot how much progress I had made; sure, I came across the folder in my Freespace files and thought "oh, there are those tanks again. I should do something about that sometime."
Well. I'm working on the Ravana right now but I'm sure I'll think of something to do with the end of the fin.
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Okay Galemp, you're our only hope...
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The Zephyrus, Anuket, and Rahu are perhaps the coolest looking caps in the game.
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"...caps..." as in capital-ships? They're not capital ships, they're support ships i.e. they support the combat fleet.
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Most players tend to make a distinction based upon craft a player would concieveably fly (fighters, fightercraft) and ships a player would not concieveably fly (capital craft, caps, capship). This tends to lump some things into categories that appear odd.
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It's usually a crew distinction actually. One to two man ships get lumped into "fighters" (the oddball exception being the support ships) while anything requiring more crew get lumped into "caps" at some point. They do have their own class - miners - but no one actually ever uses it.
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It just seems weird to me an Hermes, Elysium, Argo, or Triton could be considered a capital ship, especially considering Wikipedia's definition:
The capital ships of a navy are its "important" warships; the ones with the heaviest firepower and armor. There is usually no formal criterion for the classification, but it is a useful concept when thinking about strategy, for instance to compare relative naval strengths in a theater of operations without having to get bogged down in the details of tonnage and gun diameters. A capital ship is generally a leading or a primary ship in a fleet.
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The thing is that fighters and bombers are treated very differently in the game from the way all the "capships" are. That's where the distinction comes from really.
It's a developer distinction rather than a FS2 universe one.
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Meh. Tried something, didn't really work out. I may try a different approach.
i actually like this one, it looks very cool
my vote is for keeping it