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Post Re: Willow o wisp
Camsy wrote:
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.


Yeah, spheres are the most inefficient base object you can use in terms of poly count. You probably could have just extruded from a single sphere, if that's what you wanted to use as the main "body" of the Wisp.

I'm working on your model right now, and a thing to keep in mind is that if you won't be able to see a particular polygon by looking at the outside of your model, it's unnecessary (the poly in question). So on the inside, all of those polys that make up pretty much both circles are unnecessary except for the tops and bottoms. Also, this would be a nightmare to UV map in it's current state, but that's another beast altogether. Start simple, then work up from there.

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Mon Jan 30, 2012 6:02 am
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Post Re: Willow o wisp
The problem was I started with a octagonal prism, from there built the parts of the ship that jut forward, and then realised I need it to be round at the front and back. Not realising there was a certain poly number needed, I just added spheres and sorta merged them into the rest of the prism. Then build the rest of the ship from there.

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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Mon Jan 30, 2012 6:50 am
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Post Re: Willow o wisp
AHA! Fixed, now with only 329 poly!
obj. file:
http://dl.dropbox.com/u/60130296/Wilow% ... p%203d.obj

Some screenies, it looks basically the same as the original:


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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Sat Feb 04, 2012 7:49 am
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Post Re: Willow o wisp
/add in this ship submission idea .. I think it is spontaneously fantastic.


Sat Feb 04, 2012 7:52 am
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Post Re: Willow o wisp
WHERE THE FUCK DO YOU PEOPLE GET THESE THINGS !!!!!!!!!!!!

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Sat Feb 04, 2012 7:53 am
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Post Re: Willow o wisp
is petting the screen with tears in eyes waiting grinding teeth for the day the shiny will fly from the sol docking station's T,T

JEFF TEAR DOWN THIS WALL...... erm.... Put in a will o wisp graphic ?

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Sat Feb 04, 2012 8:13 am
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Post Re: Willow o wisp
Looks great, but it still needs a texture, right?

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Wed Feb 29, 2012 10:47 pm
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Post Re: Willow o wisp
I'm no good at textures, I talked to biggee and he'd do it "at some point", guess its time to take out the poking rod again :P

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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Thu Mar 01, 2012 12:34 am
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Post Re: Willow o wisp
"At some point" is my favorite phrase.

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uhmari wrote:
When i look at uhmari, I can see clearly the problems in it


Thu Mar 01, 2012 1:15 am
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Post Re: Willow o wisp
I hope the poking rod is pointed, then.

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Thu Mar 01, 2012 10:59 pm
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Post Re: Willow o wisp
Thats amazing!, i would really like to do graphic design.
BTW whats the program you used called?


Fri Mar 02, 2012 8:06 am
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Post Re: Willow o wisp
Nathanpq8 wrote:
Thats amazing!, i would really like to do graphic design.
BTW whats the program you used called?

Wings3D

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Fri Mar 02, 2012 12:18 pm
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Post Re: Willow o wisp
If it wasn't extruded out of a sphere it would look better and be allot easier to UV map.

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Fri Mar 02, 2012 5:31 pm
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Post Re: Willow o wisp
The extruded sphere was because the orignal had way too many faces.
I attempted to texture the wisp, but I fail epically, I might try again, but here is (probably a badly done) UV map and the .obj file to go with it.

UV map
Obj file

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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Fri Mar 09, 2012 9:38 am
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Post Re: Willow o wisp
Ok so no one posted a texture for me :S
So I decided to attempt one myself, here is finished result + the newer version of the wisp, squashed it down a bit so it isnt a cyclinder and turned it 180o cause when I put it ingame it was flying backwards, the texture doesnt line up perfectly in places (my first attempt at texturing) but if you add a nice bright white glow or aura effect, w.e. it is to it, that should'nt be noticable. ;)

New obj file: Willow.obj
Texture: Willow.jpg

And a few screenys ingame.
Attachment:
1.png

Attachment:
2.png

Attachment:
3.png

The pixelly look is just my computer, and I just realised thats in medium graphic settings. Jeffums? Can it be added? I'm guessing the white trail is server side done and I still have no idea how to glowmap stuff.


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Blue Dwarf wrote:
Statistically, they haven't changed.

Except for the beef I gave.


Sun Mar 11, 2012 8:15 am
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