Author Topic: a new juggernaught  (Read 5273 times)

0 Members and 1 Guest are viewing this topic.

Offline delta_7890

  • Your Node Is Mine
  • 28
well you've seen this thread a million times, but here it is again!  This is simply a render of what I hope will be, a new juggernaught.  The poly count is horrendous though.  what's the poly limit on juggernaughts?  otherwise, what do you think?

 www.geocities.com/delta_7890/ds.htm

Delta
~Delta

 

Bushwacker

  • Guest
It looks like a...a...a giant pickle...

 

Offline delta_7890

  • Your Node Is Mine
  • 28
so...do you like it?  by the way, the poly count is 2129! *cringes*  I really can't go any lower.  I even had to remove about 20 turrets!  oh well.

Delta
~Delta

 

Offline Fattony

  • Banned
  • 26
If you post the model files to a site then maybe someone else can knock the poly's down.

Make the ridges blockier. It may look worse at first but once converted with some good textures it will look fin....err.... better.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
first, you can simplify a lot the turrets  
hmm, as I see it, all the turrets looks like complete spheres, so you'll have lots of intersecting pbs, and it will end up with big clipping pb ingame...

------------------
venom2506
Member of the Robotech mod for FS2

and of Hidden Terror, the Shivan campaign

and My own page
SCREW CANON!

 

Offline Jabu

  • One of our many cases
  • 29
If that's a juggernaut those turrets must be MASSIVE!

 

Offline delta_7890

  • Your Node Is Mine
  • 28
first off, that render was taken BEFORE I converted it from a polysurface to a mesh.  The turrets became pyramids instead of spheres, and now, I'm in a rut once again.

     When I put the model in TS, it read it all as ONE object.  hence, I was unable to any glueing (sp?) at all!  I found a way around it, but this is my concern:  all of the turret bodies are read as one object, and all of the arms are read as one object.  The hull, turret bodies and arms ae seperate objects, but are grouped by their type.  so, if I were to glue the turrets, it would glue all them at once.  is this a good thing to do?  I realize it's a bit confusing.  I'm worried that when I convert to a pof, it will be read that I only have one turret (which would be made up of all of my turrets.)  so, what do I do?  I guess I'll try glueing them all, if that works, great.  if it doesn't, than CRAP!

Delta
~Delta

 

Offline Fattony

  • Banned
  • 26
Use the "Move Up Heirarchy" button to isolate components and then Un-Glue them. Or you could port the turrets in from their own file.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
can't you go down the hierarchy and first unglue each turret, one by one? IO had that pb too when reading my 3ds files in ts, and solved the pb this way
SCREW CANON!

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
oups, posted the smae thing at the same time  
SCREW CANON!

 

Offline Fattony

  • Banned
  • 26
Yeah but mine sounded more experienced and techncal.  

------------------
"I hate fishes"---- Vasudan anarchist, Robert Hedzoff

 

Offline delta_7890

  • Your Node Is Mine
  • 28
there is no heirarchy!  perhaps its the way Rhino saves?

Delta
~Delta

 

Offline delta_7890

  • Your Node Is Mine
  • 28
well, I even tried saving it in blender.  no go.  why there isn't a heirarchy, I don't know.  could someone take a look at my model if I sent it to them?

Delta
~Delta

 

Offline delta_7890

  • Your Node Is Mine
  • 28
a little note:  keep in mind I'm using TS1.  perhaps that hs something to do with it.

Delta
~Delta

 

Offline delta_7890

  • Your Node Is Mine
  • 28
well, I've figured out a little more to my problem:  Rhino saved model all as one subobject.  my remedy as to take the components (hull, turrets, turret arms) and save by group (hull would one file turrets would be another and turret arms would be the last).  when I did this it still saved all objects in a file as one object.  so in TS if I load the turrets file, I can't select individual turrets.  instead it selects them all and does whatever function I need.  because there are no individual objects to be selected, there's no heirarchy.  if anyone who models in Rhino and knows what I'm talking about, PLEASE HELP!  my only other option without help is to take every single object and make a file for it.  I really don't want to do this, but I will if I must.

Delta
~Delta

 

Offline delta_7890

  • Your Node Is Mine
  • 28
           

I think I fixed it!  it was easier than I thought.  All I had to do was select the decompose into surfaces button, and it released the polygons!  I'll be hard at work tonight, glueing those turrets!

Delta
~Delta

 

Offline Snipes

  • 29
    • http://freespace.volitionwatch.com/us
Holy grandfather of everything holy!

5 posts in a row =-o
     
------------------
United Space
Newsie, Modder, Slave to Asta
------------------
"Snipes... Is The Dark Continent."

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
Keep in mind that rhino is pretty crappy at optimising meshes, there is probably a great deal of overfacing. i.e. there will be parts of it where one face could take the place of many smaller ones.

Ummm, looking at it I recon that you have masses of overlapping surfaces, I doubt that it will even convert without horrendous clipping. Rhino is a good modelling program but if you want to build models that will work in FS you need to steer clear of NURBS and use face tools.

[This message has been edited by Maeglamor (edited 06-12-2001).]

 

Starwing

  • Guest
To make Rhino save as different objects you must either:

1. Save as .3dm and use 3D Exploration to convert to .cob,

or

2. Select each group that is going to become one subobject, go to the mesh properties panel (the colorful circle button) and give them an own unique name.

 

Offline delta_7890

  • Your Node Is Mine
  • 28
thanks Starwing.  I'll probably do the latter.  seeing I don't have 3D Exploration.

Delta
~Delta