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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
Hey,
In case you didn't know my favourite ship in SS is the willow o wisp. I've been very disappointed that it hasn't yet appeared ingame. I decided I'd attempt to do something about it and this is what I came up with. Note: This is the first time I've even tried to use a program like this before in my life, so the image is a little scratchy but I'm sure someone more adept at it can fix up what's wrong with it. You do not have the required permissions to view the files attached to this post. _________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Tue Jan 24, 2012 5:41 am |
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Team:
Rank: Main: playerboy345 Level: 3084 Joined: Sat Jul 04, 2009 10:25 am Posts: 4062 Location: The Netherlands |
Wow, that's a pretty nice job you've done there.
_________________ JeffL wrote: because we can and it looks really cool The Voomy One wrote: Quote: Runescape, Allows you to change your name every 30 days. Runescape sucks so it doesnt count |
Tue Jan 24, 2012 7:02 am |
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Team:
Rank: Peon Main: Rootbeer Level: 4830 Joined: Sat Dec 25, 2010 12:57 am Posts: 98 Location: Sonata Asylum, Lunacy |
looks great Camsy!
_________________ I am an intangible force inhabiting an inanimate object, deal with it. :D |
Wed Jan 25, 2012 9:57 am |
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Site Admin / Dev Team
Team:
Rank: Director Main: Jeff_L Level: 1969 Joined: Wed Mar 23, 2005 2:21 am Posts: 3894 Location: Santa Clara, CA |
What's the poly count?
_________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Sat Jan 28, 2012 12:03 am |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
1700 polys
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Sun Jan 29, 2012 12:15 am |
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Content Dev
Main: s_m_w
Level: 1512 Joined: Mon May 17, 2010 11:18 am Posts: 604 |
Looks really good, but that's way too many polys for such a small ship. Would be a great model for a bigger ship however
_________________ Space Dragons! In Space! Get the Beta Client here and test new features and changes on the test server |
Sun Jan 29, 2012 11:15 am |
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Main: Gamepro07
Level: 2040 Joined: Fri May 16, 2008 8:03 pm Posts: 774 |
You could probably flatten out the top circly thingies, since most of the detail will come from the texture/glowmap/bumpmap anyways. That could really bring down the polycount by a lot if you think of it that way, just make sure you get the main structure intact and the texture will finish the job.
_________________ Time flies when you're throwing clocks. |
Mon Jan 30, 2012 1:29 am |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
The underside also has a fair few polys, how many is a reasonable number for the ship, I'll see if I can lower the poly count to what is required.
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Mon Jan 30, 2012 1:45 am |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
I think it's somewhere around 400 for light fighters.
_________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Mon Jan 30, 2012 3:42 am |
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Team:
Rank: Operator Main: Lol imra15 Level: 668 Joined: Thu Jun 30, 2011 9:30 pm Posts: 1389 Location: Unexplainable regions of space |
Sorry if I sound noobish, what exactly is a poly?
thanks _________________ keyboard wrote: Macros your opinions don't matter no offence Too late I realize my children are me only treasures... Volcom Applicant |
Mon Jan 30, 2012 4:33 am |
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Team:
Rank: Soldier Main: LemonPrime Level: 8087 Joined: Wed Sep 29, 2010 10:14 pm Posts: 5747 |
A poly is one of the shapes that make up the 3-d image iirc.
_________________ Lemon/Meo |
Mon Jan 30, 2012 4:49 am |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
Imra15 wrote: Sorry if I sound noobish, what exactly is a poly? thanks ELITE wrote: A poly is one of the shapes that make up the 3-d image iirc. Poly stands for polygon. Best practice is to make the entire model out of triangles, but a lot of people (including myself) usually have many 4-sided polys included in the model until you get to the point of optimization (basically the point where you start removing unnecessary polys, edges, vertices etc. to reduce overall poly count while preserving the model structure). The reason modeling with only triangles is best practice is due to the modeler's ability to control smoothing throughout the model. If you export a model from your modeling program as a .obj and your model has a lot of 4+ sided polygons(some of which aren't perfect rectangles, squares, or rhombus'), the export sequence will convert all of the 4+ sided poly's into triangles anyways, which can cause some weird smoothing issues when you look at the newly exported model. It's better to control how the polygons will look ahead of time, rather than to try and fix the issue after the fact. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Mon Jan 30, 2012 4:59 am |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
I believe poly just stands for polygon and is any 2d shape, so any face of an object.
This is my redo of the ship. It now has only 677 poly, apparently (being a complete noob to this) I had a huge amount of polys on the underside of the ship. It took me a while but I got rid of most of them. Here's the results: And here is the .obj files for anyone who wants to try and fix my piece of mess: Willow o wisp orignal Willow o wisp reduced poly The password is: starsonatause _________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. Last edited by Camsy on Mon Jan 30, 2012 5:49 am, edited 1 time in total. |
Mon Jan 30, 2012 5:39 am |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
You see how there are a lot of "intersecting" polys? That's a bad thing. They will cause light to scatter in really weird places. If you upload the original .obj (before you started cutting out polys), i'll see about reducing it.
Good practice is to keep a good "flow" throughout the model; you don't want a clusterf*** of polys to intersect at one point, like on the top of your model. Instead, you would want parts of the ship to be sort of modular so that changing one hub doesn't change the entire model's structure completely. Having Vertex Hubs is okay, as long as they are manageable. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Mon Jan 30, 2012 5:48 am |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
Yeah thanks, like I said, this was the first time I've used this program (or any like it) so I was sort of just sticking things together and playing around with functions as I went. I think one of the main problems was I used two sphere shapes in the design, which probs stuffed up the poly count.
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Mon Jan 30, 2012 5:54 am |
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