Lowpoly Stingray

Discussion in 'Art' started by f1r3w4rr10r, Nov 11, 2010.

  1. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    i know that
    but i dont want to make them editable meshes right away in case i want to change something
    i guess you dont want to place every single edge manualy either
    amirite?
     
  2. FN198

    FN198 Member

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    i can't believe im the first person to say that the engine is rather phallic
     
  3. Trickster

    Trickster Retired Developer

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    You see what you want to see.
     
  4. Chris0132'

    Chris0132' Developer

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    Actually yes, I generally start with a primitive resembling the shape I want, bump up the face count, then turn it to editable poly and start making it look how it's supposed to. You can use modifiers and large scale selection to move polygons in bulk but working in edit poly or edit mesh is generally the basis of modelling, and you do need to do a lot of manual positioning and welding to finish it up and ge the most optimised strucutre you can.

    If you convert between different modes you can easily get errors if you don't know exactly what you're doing, I still get weird things happening now and then with conversion between edit poly and edit mesh, edit mesh is usually best for accuracy because it works in tris and as mootant said, games = tris, although if you stick to quads in edit poly you usually don't get many problems either. I have no idea how boolean would convert to mesh, never used boolean.
     
    Last edited: Nov 15, 2010
  5. Marshall Mash

    Marshall Mash 3D Artist

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    Any chance for a wireframe?
     
  6. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    what do you want with a wireframe picture?
     
  7. theotherjms

    theotherjms Developer

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    It's integral to judging whether the person has any clue what he is doing, or is even in rougly on the right path.
     
  8. Metal Smith

    Metal Smith Member

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    -_-''

    Just let him work..

    I know nothing about how low poly's should look untextured, but if chris is actually offering some form of constructive criticism, it must on the right track.
     
  9. MOOtant

    MOOtant Member

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    I meant tris, quads and polygons which get converted to tris when exporting to SMD. Quads are preferred.
     
  10. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    im not building this out of polys with more than 4 edges if it was that what you meant...
     
  11. Chris0132'

    Chris0132' Developer

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    If you stick with primitives you aren't likely to get problems, but at the same time you won't get the best polycount out of that, specially not once you get on to the body, for stuff that is roughly cylindrical or roughly box shaped you can use primitives, but the body is either going to need an edit mesh, or you're going to have to hope whatever else you use will convert properly.
     
  12. Killing Machine

    Killing Machine Member

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    so whens aircraft happening?
     
  13. Fooshi

    Fooshi For fuck's sake Fooshi

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    2.53c @_'-'
     
  14. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    so here we go with the next update:

    [​IMG]

    here you see the modified rotors, the new wheels and a good overview
    it got now around 14k polys
    so we are nearing the end ;P

    @chris yeah you are right, but i think there are many things that can be made with this technique: primitives->booleans(->editable mesh)
    i'll have to see on the last one if it really necessarily needs editable meshs
    because everytime i've done a polycount, number of polys was equal to number of tris, so...

    and i noticed i have to do some cosmetical work too: there are some gaps in the hull i need to fix and i need to remake the wings, because there are some grooves which make it hard to texture on one hand and use many polys on the other

    btw i'm still not sure if i can do the texturing
    maybe we should let someone more expierienced do this or someone needs to help me...

    eitherway pls dont start discussions here when aircraft gonna come out or something like that thx ;)

    and one thing i nearly forgot: do we need these vats under the hull?

    ////btw just noticed that the finns on the back might be a bit of a problem for gravity capabilities...
     
    Last edited: Nov 18, 2010
  15. Trickster

    Trickster Retired Developer

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    14k is fine btw.

    But yeah, looking pretty good. We should have someone able to do the texturing, although if you can learn that'd be awesome.
     
  16. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    one other thing: anyone knows a way to test if the model is converted correctly?
    i mean it would be a bit stupid having to start empires everytime or having to reimport it or else
     
  17. Sprayer2708

    Sprayer2708 Member

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    I can't believe it looks that awesome in such a short time o0
    Pics from all sides or it's fake!
     
  18. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    xD wait some minutes ill post
     
  19. f1r3w4rr10r

    f1r3w4rr10r Modeler

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  20. Chris0132'

    Chris0132' Developer

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    You can use the model viewer, should be in the SDK tools, loads faster than the game and will read compiled models just the same, also has some useful toggles you can use to check different aspects of it out.
     

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