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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
Poly count is way too high, not to mention how tall it is on the Z-axis. While the model looks decent, it doesn't really fit with SS's theme.
_________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Thu Feb 16, 2012 12:07 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
Turn it sideways, make it simetrical, add glow bars and *poof!* you've got a t21 pax ship.
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Thu Feb 16, 2012 3:45 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3234 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
The whole POINT is for it to break the Z-Axis constraints of other ships. Also, in my program it's about 9k polys until I change it to a mesh, which makes it 27k. Not sure if the SS engine can handle non-meshes, but if it can, then I can export a poly version and this could easily be a new uber. I also have a non-turbosmoothed blocky version.
_________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Thu Feb 16, 2012 4:09 pm |
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Team:
Rank: Peon Main: Camsy Level: 2191 Joined: Fri Nov 28, 2008 6:03 pm Posts: 2214 Location: Sydney, Australia |
Can you give me a top down shot of it? Alot of other people and I view ss in class top down shots and if its just a line then...
_________________ Blue Dwarf wrote: Statistically, they haven't changed. Except for the beef I gave. |
Thu Feb 16, 2012 4:11 pm |
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Member
Main: Evo
Level: 34 Joined: Sat Jul 31, 2010 4:58 am Posts: 2150 |
It shouldnt be hard to optimize teh mesh to 2-3k polys.
_________________ Original Sybir /GodSteel My custom shader ┌∩┐(◣_◢)┌∩┐ |
Thu Feb 16, 2012 4:12 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
thecrazygamemaster wrote: The whole POINT is for it to break the Z-Axis constraints of other ships. Also, in my program it's about 9k polys until I change it to a mesh, which makes it 27k. Not sure if the SS engine can handle non-meshes, but if it can, then I can export a poly version and this could easily be a new uber. I also have a non-turbosmoothed blocky version. It's because converting it to a mesh "triangulizes" all of the polys, which is how it needs to be. The only way you're going to bring the poly count down is by eliminating details or cleaning up the mesh to be more efficient. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Thu Feb 16, 2012 4:24 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3234 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
I googled how to optimize and then optimized. I brought the poly count down by about 10k. It now is 17k polys.
@camsy: added to main post. Also, pay no attention to the texture map. I cannot texture map for shit. _________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Thu Feb 16, 2012 4:40 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
Clicking optimize isn't how you bring the poly count down :p
It can cause a lot of weird looking angles if your mesh isn't set up to use the optimize feature of maya or 3dsmax or blender even. So, only about 12k more polys before you're in the top-most usable range. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Thu Feb 16, 2012 4:46 pm |
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Support/PR Administrator
Main: Bageese
Level: 14 Joined: Mon Jun 04, 2012 11:56 pm Posts: 1102 |
A lot of those little details might work better as a texture. I fully get though the not being able to texture. >< I have so many cool ship models I'm making and every single one of them lacks a texture.
_________________ My personal blog where I talk more about video games! For support please create a ticket here and I will get back to you as soon as I can. |
Fri Feb 17, 2012 1:14 pm |
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Content Dev
Team:
Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
Fine details can be done with bump and normal mapping. :3
_________________ "What you mean you killed him cha cha cha?!" Support |
Fri Feb 17, 2012 1:22 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
bageese wrote: A lot of those little details might work better as a texture. I fully get though the not being able to texture. >< I have so many cool ship models I'm making and every single one of them lacks a texture. I can texture decently well now; if you want to make topics for your ship models and host the .obj somewhere, I can try my hand at texturing your models. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Fri Feb 17, 2012 1:42 pm |
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Support/PR Administrator
Main: Bageese
Level: 14 Joined: Mon Jun 04, 2012 11:56 pm Posts: 1102 |
I might have to take you up on that. I'm still building some models, but I'm hoping to get a ton done in the next month.
_________________ My personal blog where I talk more about video games! For support please create a ticket here and I will get back to you as soon as I can. |
Fri Feb 17, 2012 2:20 pm |
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Team:
Rank: Main: Stabberz Level: 2414 Joined: Sat Mar 03, 2007 10:55 am Posts: 3696 |
bageese wrote: I might have to take you up on that. I'm still building some models, but I'm hoping to get a ton done in the next month. Which reminds me, did AEM leave again? _________________ Blue Dwarf wrote: In space, no one can hear you cha cha cha. |
Fri Feb 17, 2012 3:02 pm |
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Team:
Rank: Soldier Main: The Crazy Game Master Level: 3234 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
bageese wrote: I might have to take you up on that. I'm still building some models, but I'm hoping to get a ton done in the next month. Can I join in on the fun? I promise not to make any more retardedly high poly count models EDIT: Removed all the teeny tiny un-see-able anyways antennas, and brought the poly count even as a mesh down to 3.7k. Oddly, the poly and mesh forms appear to have IDENTICAL poly counts. Meshes must not like cones O.o EDIT 2: Removed a bunch of ratnest polys and got 3.4k. That small enough for ya, biggee? _________________ Star Sonata is not ready for a release on Steam. See this topic for what we think should be done about it. viewtopic.php?f=107&t=59132 |
Fri Feb 17, 2012 7:19 pm |
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Team:
Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
Post a screenshot :p
I still feel as if it is way too tall on the Z-axis to fit in SS, but we'll see! _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Fri Feb 17, 2012 9:41 pm |
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