my missle wip

Discussion in 'General' started by =HELLION=, Jun 18, 2006.

  1. dizzyone

    dizzyone I've been drinking, heavily

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    im putting my money on the rock ;)
     
  2. Krenzo

    Krenzo Administrator

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    Can you make the shell a bit thinner so it's on par with the missile? It seems kind of ridiculous that the BE tanks would be able to shoot a shell that is larger than the cannon.
     
  3. L3TUC3

    L3TUC3 Member

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    Also, could you make mortar shells?

    Those huge shells look kinda weird being fired from em.

    Something like this this.
     
  4. =HELLION=

    =HELLION= Member

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    actually i did the math and its the same caliber as the BE arty tank, i didnt think about the tank shells as well... here it is incase you miss the irc link
    http://files.filefront.com/shell_000zip/;5260358;;/fileinfo.html

    L3TUC3/ i would be glad to
    edit: if i can stop playing that is
     
    Last edited: Jul 16, 2006
  5. =HELLION=

    =HELLION= Member

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    hmm i think this is just a bit larger from the launcher above , something tells me this guy rather have a drink of water then take a picture.
    [​IMG]
     
  6. =HELLION=

    =HELLION= Member

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    well here is the untextured version sofar
    [​IMG]
     
  7. =HELLION=

    =HELLION= Member

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    well as suggested by L3TUC3 i put the shell on a diet.
    [​IMG]
     
  8. Darg

    Darg Member

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    Try having the outside of the fins thinner then where they attach to the model.

    Can we see a wireframe of the model? There might be some optimisation that can be done on it.
     
  9. =HELLION=

    =HELLION= Member

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    emm good idea.again nobody even will notice, even when its on your head but for the hell of it anyway. sshot coming up.. as for optimization, eh its optimized, i spent 2 hrs geting it to the lowest count without distortion.
    [​IMG]
     
  10. Darg

    Darg Member

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    It is 10 verts around in the middle right? try reducing that to 5 at the second ring closest to the tip. Use triangles to link them up. Also using a middle vert like you are at the very tip can cause lighting and smoothing errors in the game engine. Try leaving it with the little snub nose you have without the last point and just make faces between the finals vertices.

    Do not join the fins to the mesh at the back. This is a waste of tris. Just have them intersecting with a normal plane. It means some of the plane will be hidden but it saves 6 tris each. That's all I can see right now and I have to leave work now :)
     
  11. Al Fire 101

    Al Fire 101 Member

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    Amazing models, wish I could be able to do that, Keep up the good work!
     
  12. =HELLION=

    =HELLION= Member

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    doh i spaced off that tip, thanks for catching it... as for the tip coming to a point, i want to keep the point, i did not intend this to be a snub nose tip. a easy fix for the smothing errors , i added another ring closer to the tip. and i removed some of the fin segments wich did save a few tris

    /also thx Al Fire 101
     
    Last edited: Jul 18, 2006
  13. Darg

    Darg Member

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    Even if you leave that new ring as being very small so that you'd barely notice it close up and get rid of the point vert then that'd both reduce a tri or two and help with smoothing. Maybe it's not worth it.

    I've been lectured at enough times about optimising my models for the game I'm a modeller for that I know all the little tricks by now ;)
     
  14. =HELLION=

    =HELLION= Member

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    darg/ well thx tho i dont know wtf i was doing but i missed that, im a high poly modeler myself and lowpoly i tend to not see things that need to be removed because every poly makes a detail when hp , and well that would have messed up a hp version too.

    on a side note: working with a army vet. is usefull, he said mortar shells , along with most everything else was green. what do you guys thing i should texture this like? , i noticed that letuce's picture was rare and that the mortar shell was mostly red.. any comments?

    edit: well here is a updated pic, as you can see there are no lighting or smothing errors. the tip however is mapped different because i plan to do a reflective surface there that is why the texture is not matching up with the rest..
    [​IMG]
     
    Last edited: Jul 18, 2006
  15. Darg

    Darg Member

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    Looks good Hellion. I don't think the texture needs to be too detailed for this. Maybe 256x256 or even 128x128
     
  16. dizzyone

    dizzyone I've been drinking, heavily

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    i got some pictures for you again, most were green idd, but here are some that might be of interest.

    [​IMG][​IMG]
     
  17. =HELLION=

    =HELLION= Member

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    yea i plan on 256, you never ever really get a good look at it , but if sometime if a game were to freeze and it just so happens you looking at the mortar shell it would be nice if it looked good :p

    Dizzy/ ah thanks again , it helps a lot . i look on the net for hours for various materials just to get a idea on how to paint it, the more the better!

    edit: ok i went with the snub nose design.
     
    Last edited: Jul 19, 2006
  18. =HELLION=

    =HELLION= Member

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    Last edited: Jul 22, 2006
  19. Krenzo

    Krenzo Administrator

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    You missed the cut off. It crashes HLMV every time I try to view it.
     
  20. TrItOn

    TrItOn Member

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    Nice work. Love to see the detail and sweat going into this game! Can't wait to get a few things played with........
    There those out there that get out a magnifying glass when the shells come in just to see if the detail is there...and love, and appreciate it when it's there!
     

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