Author Topic: RELEASE: Hi-poly Knossos  (Read 36183 times)

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I think the earlier, spikier version looks more than a bit Shivan. Might be interresting if someone could make fitting textures to turn that into a Shivan version of the portal.
That might be useful if anyone updates Derelict.
Too bad, I've already overwritten that :nervous:

 

Offline ssmit132

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Oh well. It's not important.

 

Offline mjn.mixael

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One model at a time people...
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Offline pecenipicek

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FSF, could we get a wireframe?
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So, uhh, like this then?



Wireframe: Yeah, I'll be doing some optimization.


 

Offline Commander Zane

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Niiiice. :D

 

Offline CommanderDJ

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Very nice. This is coming along awesomely.
[16:57] <CommanderDJ> What prompted the decision to split WiH into acts?
[16:58] <battuta> it was long, we wanted to release something
[16:58] <battuta> it felt good to have a target to hit
[17:00] <RangerKarl> not sure if talking about strike mission, or jerking off
[17:00] <CommanderDJ> WUT
[17:00] <CommanderDJ> hahahahaha
[17:00] <battuta> hahahaha
[17:00] <RangerKarl> same thing really, if you think about it

 
Right, is the big part pretty much done then?

On to the small one:




 
Wow, the enthusiasm... I guess it's time to wrap this up?







Blendfile attached for backupping purposes.

[attachment deleted by admin]

 

Offline ssmit132

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Looks good to me :)

 

Offline headdie

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Offline Galemp

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Needs a few more polygons around the edges to smooth things out. Otherwise good :nod:
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K. I guess we want this neatly unwrapped onto a single texture?

 

Offline Raven2001

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I think they need some less smooth areas, with some detail in them. I recall that in the original knossos for instance, one of the modules has 3 circles\cylinders in the front. Those are good to contrast with the smoothness in the rest of the design
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Why, you ask? What, do I look like a Shivan to you?!?


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I see what you mean, but wouldn't the textures take care of that?


 

Offline Commander Zane

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Huh, I never really noticed them having so many circles.

  

Offline Kolgena

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If you could make the edges between the panels and the recessed bits wavy like the texture, that would be many orders of magnitude more badass.

 
If you could make the edges between the panels and the recessed bits wavy like the texture, that would be many orders of magnitude more badass.
So it would, most definitely. Unfortunately it would also be many orders of magnitude more polies...

 

Offline Kolgena

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Well, how many are we at right now? I'm not really digging all the straight lines that have shown up, so I'm wondering what could be done. (POM anyone? jks)

Also, could you slide the circles on the second half of the head so that they're facing up a bit more? It seems to me they're the components that interact with the outer ring with phlebotinium radiation, and should therefore should point up a bit more.

Again, I don't have any experience with modeling, so if what I'm asking for is unfeasible/stupid, please ignore.
« Last Edit: November 28, 2010, 05:16:50 pm by Kolgena »

 
Hmm, well right now it's at about 15.7k polies. With some optimization, I may be able to get it down to 14-14.5k. In order to get all the wavy edges modelled in, that polycount would be at least doubled, so count on 28-29k. Hmm, that's actually not that bad... Would it be worth the extra polycount?