Hard Light Productions Forums
Community Projects => The FreeSpace Upgrade Project => Topic started by: Cobra on May 25, 2006, 03:37:25 pm
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Yeah, I know, the mv_models says it has one, but I'm not seeing the hi-polyness of it. So I made one in about 5 or 10 minutes with Blender. Tell me what you think, and suggestions are welcome. :)
(http://img126.imageshack.us/img126/7567/tsunami4ae.jpg)
(http://img126.imageshack.us/img126/4049/tsunamia3qi.jpg)
(http://img126.imageshack.us/img126/8832/tsunamib5pr.jpg)
and it's 657 vertices and 656 faces. around 1300 polies, right?
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To be honest, that's a lot of polies to use on a bomb, I hope it's pretty heavily lodded :)
You can achieve things with smooth-groups that will save you a heck of a lot of polygons ;)
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actually, it's ony one LOD. :p i've only made one, and i'm working on getting a smoother-looking model, but blender does it to an extreme.
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There are several, but I'm not sure how well they convert
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huh. apparently i can't set how much it's smoothed, even though there's an option that seemingly does diddly ****. so the result is horrible IMO.
(http://img126.imageshack.us/img126/7958/tsunamic3us.jpg)
(http://img126.imageshack.us/img126/6382/tsunamid1vd.jpg)
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Blender, as far as I've heard, is one of the tougher things to learn how to use, I've never learned to use it anywhere near it's full potential. Apperantly, it has nearly the function of 3DS, but is about five times harder to actually use.
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heh, i haven't either. :D
but, here's a pic at the first works that i've done with blender:
(http://www.geocities.com/dickerson_dj/xwing13.jpg)
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Doesnt realy look like a tsunami, take a peek at the CBaanim again
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i suppose that's what i get from trying to do the tsunami from memory.
[EDIT] Gah. I can't do this with my current blender skills. :hopping:
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Blender, as far as I've heard, is one of the tougher things to learn how to use, I've never learned to use it anywhere near it's full potential. Apperantly, it has nearly the function of 3DS, but is about five times harder to actually use.
At a basic, model, level it's not too bad. Texturing, I never learned.
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i suppose that's what i get from trying to do the tsunami from memory.
There's a image from the CB-ani HERE (http://freespace.volitionwatch.com/techfs/fs1/wmv.shtml).
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i already use the CBAni now. :p
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ok, i re-did it from scratch, but i haven't added the thruster pods yet. i've tried to make the basic model look like the tsunami from the CBAnim.
(http://img117.imageshack.us/img117/7408/tsunamif6jo.jpg)
any suggestions?
oh, and before i forget, i can't exactly scale things correctly in blender, so i might need someone to rescale it for me when i finish. :) (the scale in blender is also why this may look weird to some people)
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Much sexier, good luck with blender. If you manage to do this I mught start w/ blender again.
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If I were using Lightwave, I'd make that top cylinder a different material (though using the same texture) and apply smoothing to that material alone, that way you can avoid the horrible 'zombie polygon' effect of attempting to smooth a 90' anglem that way I could start reducing polies there. Not sure how you'd go about that in blender though :(
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ok, how much detail should i put on the thruster pods?
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Well, for a tech model lod i'd say put enough detail that adding more detail wouldn't be a siginificant diference, without going insane on the polies. My tech model helios is areound 3000 triangles.
THe ingame model should obviously be much lower, for example, my ingame helios is around 300 tri's
So for the tech room i's say fiddle with between 6 and 8 sides and model in all the beveling on them, for the ingame model, 3 or 4 sides should do it with not all the beveling modeled.
In the tech model, you can use about 3 sides for the "second cylender"
Also, be sure to give it 4 thruster points!
And i think you can cut a bit back on the number of faces in the frontal sphere.
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here's some low-detail thruster pods:
(http://img117.imageshack.us/img117/7776/tsunamig6cd.jpg)
i'm thinking of just keeping them that way.
and the smoothing doesn't add any polies, but i WOULD like to run it through an optimizer.
Damn, Firecrack's right, this is too many polies for an in-game model. I suppose this'll have to be a tech model until i can figure out how to model the in-game one.
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Well, hell. If I add any more detail to it the poly count will go up to almost 5000. should i just keep it like this and work on the thruster pods?
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use the super high poly version for weapon selection, then way lower poly for normally, you cant' really tell in game.
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Thrusters definitley need far more detail on them, and yu definitley need way less polygons on that thing.
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does anyone know what i can use to lessen the poly count without royally screwing up the model? because if i took off les polies it would look less hi-poly-ish.
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Curved sections.
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(http://www.aqsx85.dsl.pipex.com/Tsunamism.jpg)
(http://www.aqsx85.dsl.pipex.com/Tsunamipo.jpg)
That's approx 800 polies, I'll post a dxf later so you can take a look at the model itself :)
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http://www.aqsx85.dsl.pipex.com/Tsunami.dxf
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busted link.
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Damn! FTP is being a real pain, it'll display stuff in image links, but whenever I do a direct link, it says the thing doesn't exist.....:wtf:
Testing something..
That's just wierd... It'll load jpg's and mp3's, but not .dxf's or .ogg files :wtf:
I'll try zipping it, one sec....
http://www.aqsx85.dsl.pipex.com/Tsunami.zip
Ok, it works, how screwed up is that????
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Hmm
Take another looks at the cbanim. The thrusters consist of two cylindrical segments each, one of which connects to the main body, the other contains the actual thruster tip.
(http://img.photobucket.com/albums/v66/FireCrack/tsunami.jpg)
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Yeah, I as working from the picture posted earlier alone, and did the base section wrong, but it's really more a demo of how to reduce the number of polies in each section. It basically means using subobjects that intersects each other very slightly, rather than trying to weld everything together into one object, which I think is what is causing Cobras high polycount :)
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well, dayamn, look at this:
(http://img69.imageshack.us/img69/7664/tsunamih9sh.jpg)
and that's about 1500 polies. now i just have to work on getting those thruster pods looking decent.
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OK, here's a near-final model. some of the sections might need to be resized or redone, depending on the feedback. The polycount is 4552 with the thrusters on the bottom, and 3814 without.
(http://img69.imageshack.us/img69/1438/tsunamii8mk.jpg)
(http://img69.imageshack.us/img69/1576/tsunamij9oa.jpg)
(http://img69.imageshack.us/img69/9770/tsunamik6ee.jpg)
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Could use a lot of optimization. With 4552 polygons, you should be able to have greebles up the wazoo. I see a start on that model, but not very much.
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can someone optimize it for me? i don't have the tools.
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Yeah, it's looking good, but should eb optimised, curved surfaces look ot have an unnecesary amount of polygons...
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Here's the DXF (http://www.mytempdir.com/720708) if anyone wants to optimize it. I had to use a different hosting service since Fileh seems to be having server troubles.