Author Topic: GTVA Waterdancer (image heavy)  (Read 3302 times)

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Offline mikhael

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GTVA Waterdancer (image heavy)
Warlock asked if he could use one of my ships for a mod. The ship was too high poly for Freespace2, but I told him I'd work on getting it down from the 2200 polys it started with.

Here's the original TS3 has lots of problems that precluded me just converting it to an LWO and working on it.
 

Here's the model completely redone in Lightwave. It comes in at a svelte 778 polygons. It was modelled in 6hrs, with no reuse of any of the original model parts. It still needs turrets, but those, I believe will be a seperate object anyway.
 
 
 
 

I'll also be putting this ship into Iwar2.

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Offline Bobboau

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GTVA Waterdancer (image heavy)
looks nice, just make sure the hull is one solid object(the spikey things probly should be seperet objects though)

so is the first one in COB or LWO, if cob I could probly get it working in FS, probly have to bend a few rules though.

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[This message has been edited by Bobboau (edited 12-23-2001).]
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Offline mikhael

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Quote
Originally posted by Bobboau:
looks nice, just make sure the hull is one solid object(the spikey things probly should be seperet objects though)

so is the first one in COB or LWO, if cob I could probly get it working in FS, probly have to bend a few rules though.


That's all one object, no intersecting polys, no nonplanar polys. Its currently in LWO format. I think Warlock's going to take care of getting it into FS2. *grin* I'll take care of putting it into Iwar2.  




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Offline Bobboau

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GTVA Waterdancer (image heavy)
the first one, the 2200 poly one, it looks like you started remodeling it, 2200 polys is well within FS's range  if you know the right rules to break (seperating the engines as a destroiable subobject would probly be enough to make it work). it would be a shame to waste that fine model you had in the first one only to redo it with weaker poly count (though the second one would make an exelent LOD1), but if Warlock's  working on it, I guess I've got more than enough to keep me busy (this damn animation is tieing up my TS4.2 for the night)

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Bobboau, bringing you products that work.............. in theory
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline mikhael

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Quote
Originally posted by Bobboau:
the first one, the 2200 poly one, it looks like you started remodeling it, 2200 polys is well within FS's range  if you know the right rules to break (seperating the engines as a destroiable subobject would probly be enough to make it work). it would be a shame to waste that fine model you had in the first one only to redo it with weaker poly count (though the second one would make an exelent LOD1), but if Warlock's  working on it, I guess I've got more than enough to keep me busy (this damn animation is tieing up my TS4.2 for the night)



The only real difference beetween the first and the second ones is the polycount and the missing turrets. That first one has more than a thousand hidden polys inside the model. They were wasted. The texture on the TS3 one hides a multitude of sins--all of which were fixed in the LW model. The second model is far more true to the way it looks in my mind anyway.


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[This message has been edited by mikhael (edited 12-23-2001).]
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Offline Fineus

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GTVA Waterdancer (image heavy)
Wow, looks sweet dude!

 

Offline Nico

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just a lill question: are you sure the grey meshes on the back of the blue shape aren't intersecting polys? (same for the green spikes). Otherwise, this is definitively an excellent design. tell your wife she is wrong.
SCREW CANON!

 

Offline mikhael

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Quote
Originally posted by venom2506:
just a lill question: are you sure the grey meshes on the back of the blue shape aren't intersecting polys? (same for the green spikes). Otherwise, this is definitively an excellent design. tell your wife she is wrong.

If you're talking about the grey bulges extruded through the blue aft plates, they're not. I knifed them off in a wireframe view, deleted the hidden bits and then deleted the polys that they used to be intersecting. Then I manually added triangles until the holes were closed. The same was done on the back end of the beam cannons (the green spikes).

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Offline Nico

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Quote
Originally posted by mikhael:
If you're talking about the grey bulges extruded through the blue aft plates, they're not. I knifed them off in a wireframe view, deleted the hidden bits and then deleted the polys that they used to be intersecting. Then I manually added triangles until the holes were closed. The same was done on the back end of the beam cannons (the green spikes).


sounds a lot like the stuff I have to do (and don't like to do btw) when I use boolean  

SCREW CANON!

 

Offline mikhael

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Quote
Originally posted by venom2506:
sounds a lot like the stuff I have to do (and don't like to do btw) when I use boolean  


In both of these cases it was really quick. The real hard part on this model was figuring out how much effort I wanted to put into building faces that were in places that you can't see unless you know to look for them. A good example is under the blue armor layer, where it juts down toward the aft. There's geometry hidden behind that, but you really won't ever see it unless you park a fighter right there in exactly the right spot. In most of those cases, I changed things so that they were less complex, and I think the over-all design is improved. I'm beginning to see that the use of booleans made me very very lazy during the initial design process.

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Offline Nico

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Just a little warning: the dents between the blue plates could lead to clipping problems: you'd better test the pof between doing more work, fly around those dents and check if you can see one plate through the other. If you can... well, too bad, When I have that, the only way I've found to fix it was to fill in the dent (usually, I just don't care, after all, the SSD in XWA suffers from the same bug, and it's a professional model so...)
SCREW CANON!

 

Offline mikhael

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Quote
Originally posted by venom2506:
Just a little warning: the dents between the blue plates could lead to clipping problems: you'd better test the pof between doing more work, fly around those dents and check if you can see one plate through the other. If you can... well, too bad, When I have that, the only way I've found to fix it was to fill in the dent (usually, I just don't care, after all, the SSD in XWA suffers from the same bug, and it's a professional model so...)

I'm just building the 3d mesh. I assume Warlock has someone else doing the rest of the mod to get the ship into the game. Um... What's a 'pof'?


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Offline aldo_14

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Quote
Originally posted by mikhael:
I'm just building the 3d mesh. I assume Warlock has someone else doing the rest of the mod to get the ship into the game. Um... What's a 'pof'?


Freespace 2 polymodel... the games' model format.

 

Offline KARMA

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Quote
the SSD in XWA suffers from the same bug
you mean the engine area?

  

Offline Nico

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Quote
Originally posted by KARMA:
Quote
the SSD in XWA suffers from the same bug
you mean the engine area?[/b]

nah, the side trench.
SCREW CANON!