Author Topic: New Model... Feedback?  (Read 7779 times)

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Offline Grimloq

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actually, as a first model its not bad...
A alphabetically be in organised sentences should words.

 
Quote
Originally posted by Maeglamor

[color=66ff00]And ask him to cut down the largest tree in the forest with it?


BTW good work xenthorious, is this exactly what you want or is it just what you settled for given your abilities? If it's exactly what you want then I'd do some serious texture detailing, if it's your abilities then keep practicing. :nod:

The mesh looks pretty good as far as build goes, no intersecting objects and the like.
[/color]


Not at all.  My last three ships seemed to be more or so a copy from this model.  I didn't like the repetition so I wanted to do something different.  I felt I needed some extra feedback to help me target what was absolutely nessasary.  The size of this ship should be viewed as something at least three times the size of the Orion from FS1.  It's a carrier class, which will not have many turrets.  Here's a breakdown of everything I have as of now:

Hurashima Intridictor Class:
http://talimoor.game-host.org/cap_ship_hurashima_class.jpg
http://talimoor.game-host.org/cap_ship_hurashima_class02.jpg

Boston Heavy Cruiser Class:
http://talimoor.game-host.org/cap_ship_boston_class01.jpg

England Heavy Cruiser Class:
http://talimoor.game-host.org/cap_ship_England_class01.jpg
http://talimoor.game-host.org/cap_ship_England_class02.jpg
http://talimoor.game-host.org/cap_ship_England_class03.jpg
http://talimoor.game-host.org/cap_ship_England_class04.jpg

New York Carrier Class:
http://talimoor.game-host.org/cap_ship_NewYork_class01.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class02.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class03.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class04.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class05.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class06.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class07.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class08.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class09.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class10.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class11.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class12.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class13.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class14.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class15.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class16.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class17.jpg

As you can see, though some of these ships may look good, they all seem the same.  That's what I'm trying to step away from.

P.S.
I absolutely suck at texturing, so if someone else wants to take my models and work with them, I'm cool with that.
« Last Edit: December 27, 2004, 04:28:42 pm by 1975 »
The big cool ship...

 

Offline Woolie Wool

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The ship is incredibly indistinct. It doesn't actually look like anything. Or maybe it looks like everything. It's kind of vapid and characterless.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
Hey, I have a question.  How do I take one object, and merge it with another?  

Also, I have a problem with lighting...

After I recreate a polygon on an object, the lighting for that polygon is different from the rest of the polygons on the object.

Finally, how the hell do I get an acurate polygon count suitable for FS2_SCP?  

faces x 2 = polygon?
faces / 2 = polygon?
faces = polygon?

I keep thinking the polygon count on most of my ships are two high, but now I'm not so sure.

Thanks again.
The big cool ship...

 
Quote
Originally posted by Woolie Wool
The ship is incredibly indistinct. It doesn't actually look like anything. Or maybe it looks like everything. It's kind of vapid and characterless.


More or so like a civil liner.  Gotcha ya, thanks.
The big cool ship...

 

Offline Grimloq

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DONT make it that BIG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
A alphabetically be in organised sentences should words.

 

Offline WeatherOp

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Why, you guys calling my Mega Jug idea that is 5,000 km long stupid?
Decent Blacksmith, Master procrastinator.

PHD in the field of Almost Finishing Projects.

 

Offline aldo_14

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  • 213
I'm assuming you're still talking about max.....

Quote
Originally posted by xenthorious
Hey, I have a question.  How do I take one object, and merge it with another?  


Right click on it, select 'attach', select the next object.  you may need to delete faces / weld vertices, etc as well; it's not a boolean add.

(i.e. if you have 2 'halves' and attach them, you still need to collapse the vertices along the middle 'spline', i.e. where the models join)

Quote
Originally posted by xenthorious
Also, I have a problem with lighting...

After I recreate a polygon on an object, the lighting for that polygon is different from the rest of the polygons on the object.


Firstly, check the vertexes of that polygon are collapsed with the model (i.e. it shares vertexes with the surrounding faces).  Usual way is to select each corner, and collapse it if >1 vertice is selected (NB: make sure to check that you're not selecting other vertices below the face, etc; you're looking for pairs of vertices in mode or less the exact same position.  Somtimes with creating faces, you miss clicking on an existing vertice and get a new one created instead)

Secondly; and this is more likely; click on element, select the entire object, go down to the autosmooth button (I forget the ecxact name, IIRc it has 45 by default and is above the bunch of numerical buttons for the groups) and click it.

What this does, is apply smoothing settings to the selected faces; in this case it should be the entire object.  Smoothing settings determine how each poly is lit with regards to the next poly...i.e. how they shade into each other.  New polygons are usually set at 0 smoothing - faceted - so the edges are pronounced.  

45 is a decent setting for most models, you can also create smoothgroups with different levels of smoothing (i.e. in a cockpit you can have the seat cushion faces with 90 degree smoothing, and the meral work at 45, etc) simply by selecting faces and then the smooth button.  Best to leave this till later, though.

Quote
Originally posted by xenthorious
Finally, how the hell do I get an acurate polygon count suitable for FS2_SCP?  

faces x 2 = polygon?
faces / 2 = polygon?
faces = polygon?


(NB: a polygon is a shape with 3+ points - squares, hexagons, etc.  A face is a shape with 3 points; i.e. a triangle.  You get this when triangulating - the advantage of / reason for triangulation is that a 3 pointed face cannot be curved in any way.  Obviously you can alter polygons to be flat too, of course, but it's not an inherent guarentee when creating them)

Editable mesh is auto-triangulated and shows the number of faces (this would be your FS2 polycount).  Theres a polygon counter in the extensions that shows your current object and scene total counts.

 

Offline Grimloq

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Quote
Originally posted by aldo_14
the advantage of / reason for triangulation is that a 3 pointed face cannot be curved in any way.


LOL, obviously youve never used D3edit :p laws of physics? *pfft* :)
A alphabetically be in organised sentences should words.

 

Offline KARMA

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Quote
Originally posted by aldo_14
I'm assuming you're still talking about max.....



Right click on it, select 'attach', select the next object.  you may need to delete faces / weld vertices, etc as well; it's not a boolean add.

(i.e. if you have 2 'halves' and attach them, you still need to collapse the vertices along the middle 'spline', i.e. where the models join)

 


that sound a bit annoying

 

Offline aldo_14

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Quote
Originally posted by KARMA


that sound a bit annoying


why?

 

Offline KARMA

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I mean, the vertex collapsing thing, I thought in max there were some automated processes to connect two faces with the same number of verts, or to connect two halves. I suppose the verts welding process to be automated and not still manual like in truespace (which is the bigger flaw of it)?

  

Offline aldo_14

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You can weld all vertices within a threshold of each other, yes (in editable poly mode).

 But it's best to get acquainted with manual welding/collapsing first, because there's more control on that (and its ovften quicker for small sections).  And also because vertex welding is the best way to poly-reduce the model for optimisation / loding (at least IMO).

 
Okay guys, how about now...

BEFORE:

UNSKINNED:
http://talimoor.game-host.org/cap_ship_NewYork_class01.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class02.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class03.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class04.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class05.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class06.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class07.jpg
SKINNED:
http://talimoor.game-host.org/cap_ship_NewYork_class08.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class09.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class10.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class11.jpg
http://talimoor.game-host.org/cap_ship_NewYork_class12.jpg


AFTER:

UNSKINNED:
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class01.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class02.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class03.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class04.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class05.jpg
SKINNED:
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class06.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class07.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class08.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class09.jpg
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class10.jpg
DETAILS:
http://talimoor.game-host.org/newyork/cap_ship_NewYork_class11.jpg

Okay, I think it looks much better but still wanting feedback...

How did I do?
The big cool ship...

 

Offline aldo_14

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It's hard to see the difference, in all honesty... try posting unsmoothed, or 30-45 degree smoothed, piccies.

 
Quote
Originally posted by aldo_14
It's hard to see the difference, in all honesty... try posting unsmoothed, or 30-45 degree smoothed, piccies.


How do I do this?  Sorry for asking a noobish question...
The big cool ship...

 

Offline aldo_14

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Select the whole element / all the faces, and look down the bottom of the right hand side,er, thingie (editor stack?  the bit with the buttons to select face, collapse, etc).

Down the bottom of that should be a 'surface properties' rollout. Look for the 'auto-smooth button'.  To the left of that is a little box where you can type in a number; this is the smoothing angle (default is 45).

so click the 'auto-smooth' button, and that smoothing angle will be applied to the selected faces.  The effect tends to be much more noticeable in untextured mode, or if you have proper scene lighting.

HTH.

 
 

Offline aldo_14

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  • 213
I think you need to break up the shape of it a bit more from the side...  maybe add some form of recess on the underside, add a wee bit of a curve.  Maybe it's just my aesthetic tastes, but I'm not fond of long unbroken shapes.

EDIt; very crude general example

« Last Edit: January 03, 2005, 04:45:10 pm by 181 »