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Rank: Director Main: Calypso Level: 1800 Joined: Sat Apr 17, 2004 7:00 pm Posts: 757 Location: Scranton, PA, USA, Earth, Sol, Orion Spur, Milky Way, Local Group, Universe, Multiverse |
I have to say everything here looks awesome so far. Props to both of you.
Calypso _________________ "My name isn't Slick. It's Zoidberg! John f***ing Zoidberg!" Some people want to love their god. Others want to "love" their god. Mmmmm.... adum..... << OMG It's my head in a jar!!! |
Sun Feb 09, 2014 4:53 pm |
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Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
Dabbled over the weekend, came up with this, not brilliant, but I kinda like it.
Orthographic view Top down (non-orth) At an angle (non-orth). The mesh currently has 847 polys, but are mostly 4 point polys. Triangulated that's about 2k, I haven't smoothed it down yet (obviously) because I thought I'd post it first to show were I was going. This is the bottom, if anyone cares: Underside _________________ "What you mean you killed him cha cha cha?!" Support |
Sun Feb 09, 2014 11:18 pm |
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Rank: Director Main: Biggee Level: 3017 Joined: Thu Jun 07, 2012 4:27 pm Posts: 659 |
You have a few problem areas in your geometry that I've highlighted in the first attachment.
Attachment: base_example.png For the lines, those big faces that have more than 4 sides are called nonagons or n-gons or ngons (the ones you have there are 10+ sides). Every time you add a vertex to a face without connecting it somewhere, it will result in an extra side and a potential issue with the triangulation of the mesh on export. If it's a planar ngon (yours look to be planar, basically flat with no conflicting "lumps" anywhere), it should be okay. If it's non planar, you're gonna have a bad time and lots of terrible things can happen with your mesh. It's best practice to model in triangles or quads only(polygons with max edges of 3 or 4). The reason for that is so you have control over how your mesh is going to triangulate on export to the engine(or in this case to .obj), which means you have total control over how the model will be lit, the smoothness of every edge or face, any lighting artifacts or quirks etc. It makes it a lot easier for when you actually get it in game and you have all these crazy shadows that you didn't see while you were modeling it. Then you have to go back in fix the model in that area, and hopefully it's either a minor tweak or you haven't started texturing it yet because your UV's can get messed up. The red circles highlight some areas that are just a bit messy. There are a few ways you can fix it or model it differently, but i've uploaded an example of how I like to connect circles to squares if I absolutely have to. I try to avoid ever getting to that point, but sometimes it happens. Like I said, there are a few ways to do it, but this one is fast and easy. If you aren't sure how I got to that pattern, let me know and I'll upload a series of screenshots to show how I got there. Attachment: base_fix.png Other than those few things, I think it looks pretty cool. Kind of like a scifi landing pod made of columns. You do not have the required permissions to view the files attached to this post. _________________ uhmari wrote: When i look at uhmari, I can see clearly the problems in it |
Sun Feb 09, 2014 11:55 pm |
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Rank: Soldier Main: The Crazy Game Master Level: 3283 Joined: Wed Feb 11, 2009 3:15 am Posts: 3652 Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1 |
_________________ 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 |
Mon Feb 10, 2014 12:19 am |
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Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
I had this in mind, I looked at the Parthenon quickly for some reference. And had one of the C1 bases in mind (http://dl.dropbox.com/u/14141289/SpaceBase17.png).
I'll look into cleaning it up though, thanks Biggee. ![]() Edit: Done some changes (but started from scratch), new screenies: http://dl.dropbox.com/u/14141289/base_orth2.png http://dl.dropbox.com/u/14141289/base_topdown2.png http://dl.dropbox.com/u/14141289/base_someangle2.png http://dl.dropbox.com/u/14141289/base_bottom2.png Fully triangulated in nice pretty patterns and 1.5k polys, although I kinda preferred how the ring was above the dip in the first one, I also like how it is here (nice straight columns). XD _________________ "What you mean you killed him cha cha cha?!" Support |
Mon Feb 10, 2014 12:35 am |
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Rank: Councilor Main: 1-800-USE_THE_FORCE! Level: 9597 Joined: Sun Aug 28, 2005 6:36 pm Posts: 2769 |
biggee531 wrote: You have a few problem areas in your geometry that I've highlighted in the first attachment. Attachment: base_example.png For the lines, those big faces that have more than 4 sides are called nonagons or n-gons or ngons (the ones you have there are 10+ sides). Every time you add a vertex to a face without connecting it somewhere, it will result in an extra side and a potential issue with the triangulation of the mesh on export. If it's a planar ngon (yours look to be planar, basically flat with no conflicting "lumps" anywhere), it should be okay. If it's non planar, you're gonna have a bad time and lots of terrible things can happen with your mesh. It's best practice to model in triangles or quads only(polygons with max edges of 3 or 4). The reason for that is so you have control over how your mesh is going to triangulate on export to the engine(or in this case to .obj), which means you have total control over how the model will be lit, the smoothness of every edge or face, any lighting artifacts or quirks etc. It makes it a lot easier for when you actually get it in game and you have all these crazy shadows that you didn't see while you were modeling it. Then you have to go back in fix the model in that area, and hopefully it's either a minor tweak or you haven't started texturing it yet because your UV's can get messed up. The red circles highlight some areas that are just a bit messy. There are a few ways you can fix it or model it differently, but i've uploaded an example of how I like to connect circles to squares if I absolutely have to. I try to avoid ever getting to that point, but sometimes it happens. Like I said, there are a few ways to do it, but this one is fast and easy. If you aren't sure how I got to that pattern, let me know and I'll upload a series of screenshots to show how I got there. Attachment: base_fix.png Other than those few things, I think it looks pretty cool. Kind of like a scifi landing pod made of columns. Pay this man... _________________ "I still miss the Crack Whores..." - Jeff_L |
Mon Feb 10, 2014 3:44 am |
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Main: 8834746
Level: 0 Joined: Sun Aug 18, 2013 12:46 am Posts: 135 |
much boast
so ass kissing wow |
Mon Feb 10, 2014 4:54 am |
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Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
Edited previous post: viewtopic.php?p=718966#p718966
_________________ "What you mean you killed him cha cha cha?!" Support |
Mon Feb 10, 2014 5:43 am |
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Rank: Director Main: The Ultimatum Level: 282 Joined: Fri Jan 21, 2011 7:56 pm Posts: 193 |
thecrazygamemaster wrote: spider-ship spider-ship does whatever a spidership does! |
Mon Feb 10, 2014 6:59 pm |
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Rank: Soldier Main: WarpDrive Level: 4467 Joined: Mon Dec 03, 2007 12:41 am Posts: 69 |
This is a model (comprised of approximently 14000 triangles) that I am making for one of the larger bases in Lyceum. It is based on three deformed toruses with two of them made to look like roof supporting arches and grecian columns.
Upper rotated view: Attachment: s1.png Top View: Attachment: s2.png Side View: Attachment: s3.png You do not have the required permissions to view the files attached to this post. |
Tue Feb 11, 2014 4:42 am |
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Main: ShawnMcCall
Level: 2589 Joined: Sat Jan 19, 2013 5:42 am Posts: 1932 |
singurality wrote: This is a model (comprised of approximently 14000 triangles) that I am making for one of the larger bases in Lyceum. It is based on three deformed toruses with two of them made to look like roof supporting arches and grecian columns. I am pretty sure that 14000 is about 10000 too high. |
Tue Feb 11, 2014 8:19 am |
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Rank: Director Main: Blue Dwarf Level: 2067 Joined: Fri Apr 29, 2011 5:39 pm Posts: 3336 |
ShawnMcCall wrote: singurality wrote: This is a model (comprised of approximently 14000 triangles) that I am making for one of the larger bases in Lyceum. It is based on three deformed toruses with two of them made to look like roof supporting arches and grecian columns. I am pretty sure that 14000 is about 10000 too high. It's not, unless you mean for the smaller bases then yes (according to Biggee's numbers for poly counts). I was going intentionally low because it's not hard to flesh it up and make it smoother later (instead of trying to undo stuff I had already done if you get me). Admittedly, for singularity's mesh it looks like some of the detail could be removed and replicated with bump/normal mapping. _________________ "What you mean you killed him cha cha cha?!" Support |
Tue Feb 11, 2014 11:59 am |
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Rank: Soldier Main: crazyhorse2 Level: 3237 Joined: Sun May 30, 2010 7:29 pm Posts: 309 |
Sorry guys but im working on a very big project. That could get my collage payed for and a gerented job. So i only have 2 more weeks ro finish it so im not really working on this so much. But ill try to d some.
_________________ CrazyHorse http://nateportfolio.webs.com/ |
Tue Feb 11, 2014 1:13 pm |
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Rank: Officer Main: topbuzzz Level: 8015 Joined: Sun Dec 21, 2008 12:31 pm Posts: 4347 |
I WANT A JOB IN GERENTEERING TOO
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Tue Feb 11, 2014 2:02 pm |
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Team:
Rank: Soldier Main: WarpDrive Level: 4467 Joined: Mon Dec 03, 2007 12:41 am Posts: 69 |
This is another model I am currently making for a large Lyceum base. It has 12 columns (designed to look like grecian columns) arranged in a hyperboloidal shape (like some modern buildings are) between the top and bottom parts of the base. There are 6 square cutouts of the top part of the base, and 6 triangular cutouts on the bottom part of the base. In the images below, the model is comprised of approximently 31000 trianges, but I can reduce it to approximently 19000 triangles while still retaining its main features.
Upper rotated view: Attachment: sb1.png Top view: Attachment: sb2.png Side view: Attachment: sb3.png You do not have the required permissions to view the files attached to this post. |
Wed Feb 12, 2014 3:24 am |
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