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Off-Topic Discussion => General Discussion => Topic started by: Thorn on February 10, 2002, 08:22:00 am

Title: My first shot at modeling...
Post by: Thorn on February 10, 2002, 08:22:00 am
Made with a combination of DOGA-L2 and Lightwave. Made the basic shape in DOGA, fixed all of the problems that it caused (flipped faces, stupid stuff like that) with Lightwave. 1590 polygons, working on trimming that down. No idea what to call it right now. I might replace the Storm Petrel with it once I get it textured, or at least with some color to it.
 
 
Title: My first shot at modeling...
Post by: Darkage on February 10, 2002, 08:24:00 am
OW sweet dude ! nice work  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)

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Title: My first shot at modeling...
Post by: KillMeNow on February 10, 2002, 09:07:00 am
nice one - love the engine pods fan of those type of scoops myself =)
Title: My first shot at modeling...
Post by: Corsair on February 10, 2002, 11:16:00 am
hey that's cool!
Title: My first shot at modeling...
Post by: USS Alexander on February 10, 2002, 12:02:00 pm
Nifty
Title: My first shot at modeling...
Post by: Thorn on February 10, 2002, 02:13:00 pm
hmmm..
Anyone know of any good texturing tutorials for Lightwave?
Title: My first shot at modeling...
Post by: Corsair on February 10, 2002, 02:16:00 pm
Could that be an atmospheric fighter too? Cuz its got the wings and all... (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: My first shot at modeling...
Post by: LtNarol on February 10, 2002, 02:40:00 pm
first, my initial reaction:
*jaw drops*  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
thats your first?

next, the analystical view:
hmmm, absolutely beautiful, however, a few problems

1) wings are far too broad for Freespace2, easy target.
2) do i see curves? the Freespace2 engine does not support curves in its ships, if those are curves, switch them out for polys
3) 1590 polys is more than twice what the freespace 2 engine would support for a fighter.  Try to cut down to 700, 750 at the most.  Capital ships are recomended to have less than 1000, so you may want to keep that in mind.

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Title: My first shot at modeling...
Post by: KillMeNow on February 10, 2002, 02:44:00 pm
ahh but hes going to use it in iwar 2
Title: My first shot at modeling...
Post by: Carl on February 10, 2002, 02:48:00 pm
800 polys per subsytem.
Title: My first shot at modeling...
Post by: Zeronet on February 10, 2002, 02:49:00 pm
Whats the poly limit on Iwar2?
Title: My first shot at modeling...
Post by: LtNarol on February 10, 2002, 02:50:00 pm
well the curves still wouldnt work.

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Title: My first shot at modeling...
Post by: Zeronet on February 10, 2002, 02:52:00 pm
Yes they would.
Title: My first shot at modeling...
Post by: LtNarol on February 10, 2002, 02:53:00 pm
the iwar2 engine supports curves?  what the h***  i thought there wasnt an engine that could support curves...

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Title: My first shot at modeling...
Post by: Thorn on February 10, 2002, 03:11:00 pm
Those arent curves, and I can easily cut the polygons down to under 750 with very little loss in quality....
I'm just rather busy right now..
Title: My first shot at modeling...
Post by: mikhael on February 10, 2002, 10:19:00 pm
 
Quote
Originally posted by LtNarol:
the iwar2 engine supports curves?  what the h***  i thought there wasnt an engine that could support curves...

Iwar2 does not support curved surfaces. they will not be rendered. Quake3 supports curved surfaces (as an example of a 3d engine that does).

The subobject limit in Iwar2 is fuzzy. I've succeeded with as many as 1500 poly in a single object. I've poked about and built a player ship with over 4800 polys in four subobjects. I haven't seen how far I could push it yet.

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