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Team:
Rank: Main: Copernicus Level: 895 Joined: Thu Jan 01, 2009 5:06 pm Posts: 2138 Location: Spam, Can, Low Earth Orbit |
More C2-engine-friendly missiles. Now hovering around 60-120 polygons. Poly counts are above each missile in this picture.
You do not have the required permissions to view the files attached to this post. _________________ P2P (Offline): Copernicus/Tycho/Kepler/Starlight Squadron/Starlight Droners Inc. F2P: Colonel Mustang/Riza Hawkeye/Jean Havoc/Heymans Breda/Kain Fuery |
Mon Mar 14, 2011 10:32 pm |
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Team:
Rank: Councilor Main: Trevor Level: 5369 Joined: Wed Jul 12, 2006 10:01 pm Posts: 4162 Location: Alabama |
Would the missiles still retain their glow?
_________________ Stay strong, live long, and walk humbly. |
Mon Mar 14, 2011 10:47 pm |
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Team:
Rank: Main: Copernicus Level: 895 Joined: Thu Jan 01, 2009 5:06 pm Posts: 2138 Location: Spam, Can, Low Earth Orbit |
trevor54 wrote: Would the missiles still retain their glow? Yep. I just didn't give them any hypershaders in Maya, so they won't glow until I make a glowmap and test them in game. _________________ P2P (Offline): Copernicus/Tycho/Kepler/Starlight Squadron/Starlight Droners Inc. F2P: Colonel Mustang/Riza Hawkeye/Jean Havoc/Heymans Breda/Kain Fuery |
Mon Mar 14, 2011 10:54 pm |
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Dev Team
Main: Xipe Totec
Level: 2 Joined: Sat Aug 29, 2009 11:10 am Posts: 400 |
You can get rid of some more polys on the fins by going to triangular pyramids and on the one that has the expansion/contraction sections by using two seperate elements for those and keeping the center body one long element.
_________________ "You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth." |
Mon Mar 14, 2011 11:02 pm |
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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 |
Feathers wrote: You can get rid of some more polys ... on the one that has the expansion/contraction sections by using two seperate elements for those and keeping the center body one long element. Does that work well? It's been years since I've had much to do with the back end of 3d graphics, but back in the day, that sort of thing was always a no-no because it would mess up lighting and leave visible seams. I honestly don't know if that works these days, though. _________________ For support, please create a support ticket here and I will get back to you as soon as possible. About Star Sonata. |
Tue Mar 15, 2011 1:25 am |
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Team:
Rank: Soldier Main: Deano!! Level: 5057 Joined: Fri Oct 26, 2007 9:41 pm Posts: 799 |
DarthFirebert wrote: More C2-engine-friendly missiles. Now hovering around 60-120 polygons. Poly counts are above each missile in this picture. Just as awesome IMO. _________________ |
Tue Mar 15, 2011 4:43 am |
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Dev Team
Main: Xipe Totec
Level: 2 Joined: Sat Aug 29, 2009 11:10 am Posts: 400 |
There will be a seam jeff, but in most cases the seem will be in a place the texture would have added one And i generally only use it at large transitions. I have been using techniques like this on every model =P. Here is an example of what i mean and how it achieves lower poly counts. it is 80 faces for the first and 48 for the second. You can even have two differnt sized cylinders on the second one and you would be at 64 polys.
_________________ "You have graciously arrived, you have known pain, you have known weariness, now come on earth, take your rest, enter into your palace, rest your limbs; may our lords come on earth." |
Tue Mar 15, 2011 7:03 am |
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Team:
Rank: Main: Copernicus Level: 895 Joined: Thu Jan 01, 2009 5:06 pm Posts: 2138 Location: Spam, Can, Low Earth Orbit |
JeffL wrote: Feathers wrote: You can get rid of some more polys ... on the one that has the expansion/contraction sections by using two seperate elements for those and keeping the center body one long element. Does that work well? It's been years since I've had much to do with the back end of 3d graphics, but back in the day, that sort of thing was always a no-no because it would mess up lighting and leave visible seams. I honestly don't know if that works these days, though. Yea, that tends to be a problem in Maya still, but I'm not sure about C2 since some other models are already made of multiple geometries it seems. I'll see what it does later today. Edit: Is there a code in the ships or another file for missiles already, or do I need to add it in to replace the rat models? Giant, flying, exploding rats... _________________ P2P (Offline): Copernicus/Tycho/Kepler/Starlight Squadron/Starlight Droners Inc. F2P: Colonel Mustang/Riza Hawkeye/Jean Havoc/Heymans Breda/Kain Fuery |
Tue Mar 15, 2011 11:30 am |
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Team:
Rank: Main: Copernicus Level: 895 Joined: Thu Jan 01, 2009 5:06 pm Posts: 2138 Location: Spam, Can, Low Earth Orbit |
Ok, I've got my final modeling projects for class taking up a good portion of my Maya time right now, but I took a moment to get one missile ready so it can be ingame for the C2 Emp run on Saturday. The attached item is what will be the heat-damage missile, but for now it will have to represent all missile types since it looks the most like a C1 missile. I'll email the color and glow maps with the object to Jeff in a bit.
You do not have the required permissions to view the files attached to this post. _________________ P2P (Offline): Copernicus/Tycho/Kepler/Starlight Squadron/Starlight Droners Inc. F2P: Colonel Mustang/Riza Hawkeye/Jean Havoc/Heymans Breda/Kain Fuery |
Thu Mar 24, 2011 6:16 pm |
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Team:
Rank: Main: Copernicus Level: 895 Joined: Thu Jan 01, 2009 5:06 pm Posts: 2138 Location: Spam, Can, Low Earth Orbit |
Posting this for Blue Dwarf to see. From left to right: Heat, Surgical, Mining, Physical. Glows for each would be orange, light blue, green, white.
You do not have the required permissions to view the files attached to this post. _________________ P2P (Offline): Copernicus/Tycho/Kepler/Starlight Squadron/Starlight Droners Inc. F2P: Colonel Mustang/Riza Hawkeye/Jean Havoc/Heymans Breda/Kain Fuery |
Sun Jan 27, 2013 8:11 pm |
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Team:
Rank: Officer Main: Mow Level: 9760 Joined: Mon Feb 02, 2009 2:57 pm Posts: 4731 Location: Kuratovo, Russia |
I like these, they are interesting
Note for Admins: If you add these things in, can you change the model of the easter fighters to something that isn't missiles? _________________ |
Tue Jan 29, 2013 5:12 pm |
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