Star Sonata
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Harbinger
http://forum.starsonata.com/viewtopic.php?f=94&t=50528
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Author:  biggee531 [ Thu Feb 16, 2012 12:07 pm ]
Post subject:  Re: Harbinger

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.

Author:  Camsy [ Thu Feb 16, 2012 3:45 pm ]
Post subject:  Re: Harbinger

Turn it sideways, make it simetrical, add glow bars and *poof!* you've got a t21 pax ship. :mrgreen:

Author:  thecrazygamemaster [ Thu Feb 16, 2012 4:09 pm ]
Post subject:  Re: Harbinger

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.

Author:  Camsy [ Thu Feb 16, 2012 4:11 pm ]
Post subject:  Re: Harbinger

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...

Author:  syberian [ Thu Feb 16, 2012 4:12 pm ]
Post subject:  Re: Harbinger

It shouldnt be hard to optimize teh mesh to 2-3k polys.

Author:  biggee531 [ Thu Feb 16, 2012 4:24 pm ]
Post subject:  Re: Harbinger

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.

Author:  thecrazygamemaster [ Thu Feb 16, 2012 4:40 pm ]
Post subject:  Re: Harbinger

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.

Author:  biggee531 [ Thu Feb 16, 2012 4:46 pm ]
Post subject:  Re: Harbinger

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.

Author:  bageese [ Fri Feb 17, 2012 1:14 pm ]
Post subject:  Re: Harbinger

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.

Author:  Blue Dwarf [ Fri Feb 17, 2012 1:22 pm ]
Post subject:  Re: Harbinger

Fine details can be done with bump and normal mapping. :3

Author:  biggee531 [ Fri Feb 17, 2012 1:42 pm ]
Post subject:  Re: Harbinger

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.

Author:  bageese [ Fri Feb 17, 2012 2:20 pm ]
Post subject:  Re: Harbinger

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.

Author:  Griffin [ Fri Feb 17, 2012 3:02 pm ]
Post subject:  Re: Harbinger

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?

Author:  thecrazygamemaster [ Fri Feb 17, 2012 7:19 pm ]
Post subject:  Re: Harbinger

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 :D

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? ;)

Author:  biggee531 [ Fri Feb 17, 2012 9:41 pm ]
Post subject:  Re: Harbinger

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!

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