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 PostPosted: 04 Aug, 2008 
 
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I will post a new picture, when i´m done in the poly reduction.

I had success so far. From 9678 i reduced it to 3568. And that was only the plating. On buggi request will i remove the armor plating. Maybe i will add one again, but then with a lower polycount.

PS: The model were not screwed up from the polycount reduction^^


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 PostPosted: 04 Aug, 2008 
 
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9600 is not supported by the engine.


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 PostPosted: 04 Aug, 2008 
 
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ZombieJesus wrote:
9600 is not supported by the engine.


?

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 PostPosted: 04 Aug, 2008 
 
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Shorten the barrels by about 15%, that should save some poly's too.

I also added a fancy artillary sketch to the first post... came out pretty good. Though since I can't sketch round things in 3D, all you get is a side view :D


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 PostPosted: 04 Aug, 2008 
 
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Genesis-X wrote:
I will post a new picture, when i´m done in the poly reduction.

I had success so far. From 9678 i reduced it to 3568. And that was only the plating. On buggi request will i remove the armor plating. Maybe i will add one again, but then with a lower polycount.

No, I want to see a pic from before Poly Reduction, cause I think I could do that with about 1K tris, so I want to see where your wasting your Polygons.

Genesis-X wrote:
PS: The model were not screwed up from the polycount reduction^^

Then as I said, what you added to begin with was redundant and shouldn't have been added in the first place.

ZombieJesus wrote:
9600 is not supported by the engine.

I know up to 6872 Triangles is.

Buggi wrote:
Shorten the barrels by about 15%, that should save some poly's too.

If done properly a barrel could be 1 meter long or 3 km long and still use the same number of Polygons, so that shouldn't do anything.

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 PostPosted: 05 Aug, 2008 
 
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The part where i´m wasting many polygons is the "extrude polygons".
I have too many faces.
I used so many polygons to actually archieve the models design. The Bertha is a little bit difficult to design, out of cubes, cylinders and spheres :D
Now i know how to archieve the different forms out of the standard primitives.

@Zombie: I have tested models, that were using more polys that 2000. I don´t know why, but one of my models had these limits. But that is not the point. Now i can watch over my polycount and make it better. I also hate to add such polycount-heavy units in the game. This only slows down the engine, so i´m going to work on low poly basis. :D

Here is the picture with shaded on wireframe, Orange:

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 PostPosted: 05 Aug, 2008 
 
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Why does it look like a boat???? It should not. Like I said, think "Gatling Duke"


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 PostPosted: 05 Aug, 2008 
 
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way too round, just everything.

and, up to 8000 is supported


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 PostPosted: 05 Aug, 2008 
 
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The basement is only a "placeholder". The poly reduction thing was more important :D

So here, the picture:

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 PostPosted: 05 Aug, 2008 
 
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Dude, loose the "hood" and make the barrel support more massive, these things weigh a ton :) The main barrel support should be an octagon. Only the barrels should be round, UEF is very squareish. Remember, the barrel support doesn't spin, that's why in my blue-print on page 1 I have the large red arrow inside the circle which is inside the octagon.

Also, added another unit to first post. (just to keep things up to date :)


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 PostPosted: 05 Aug, 2008 
 
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So, the "hood" was removed and the barrel is bigger.

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 PostPosted: 05 Aug, 2008 
 
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*Heart Attack*

First things first, fix the barrels, you shouldn't need more than 8 subdivisions around 12 for really big parts, but here you should be fine with 8, you got like 28, and you don't need that subdivision in the middle of the barrel either.

And whats with those rivets? Seriously, a Cylinder with 6 sides and do the EXACT same job, but with only 18 tris.

Also, all your flat surfaces have like 4 faces on each side, Why? It's flat, it only needs one. See, this is what I'm talking about when I say redundant, you can easily remove these and not distort the model too much, but your just making more work for yourself by adding detail you KNOW you'll to remove later, I'll say it again, Always start small and do basic block models to get eh feel and shape there, then decide about how many tris you wanna get, then just start adding details all over until you get to that Tri limit, then you gotta take a step back and think "is this looking right? And if not should I add more stuff or take some stuff out?"

Too Much Redundancy...

Also, I'm moving this to modeling, as I've decided this is not a discussion on mods.

Mike

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 PostPosted: 05 Aug, 2008 
 
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Orange, it would probably take you 15 minutes to model a version that is freakin sweet. It would take me... weeks. @_@

I also added a T4 UEF shield gen to the first post. And I thought this thread was lost! It moved from under my nose <_<


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 PostPosted: 05 Aug, 2008 
 
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I´m aware of that and i did reduce the polycount with decreasing of the subdivisions. But thanks for the help :D

The barrels ARE fixed. The rivets have much lesser subdivisions than the last picture. It looks like it has many subdivisons, but that isn´t the case.
The subdivision in the middle is fixed and i will look into the thing with the cylinders as rivets.

These countless 4 side flats are gone. They are fixed. They do only contain, what they need to hold the form.

And that last point: I didn´t know in the first place, how to "form" these models. I tried around and found different ways to archieve the desired models. When you don´t know how to model these thing, then it´s no use to make the things low poly, because there wouldn´t be models for that purpose. But i think this was DEFINITELY the best thing to learn to model right and watching the polygon-limit part. Now i can make models in the first place with a low poly count.

So thanks for the answers :D

PS: I´m not learning XSI from a school. I learn it in my freetime and i´m pretty new to the xsi platform.
:wink:

PSS: Polycount is now at 1514.

EDIT: Reduced polycount on 1130 :roll:


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 PostPosted: 05 Aug, 2008 
 
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When you end up moving the actual model to the in-game side, you can get a good look at what details do or don't show up, along with what details you can add with just an albedo map, and then if you learn enough, what details you can add with a normal map. The more you model, the more you learn, so keep it up!

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 PostPosted: 05 Aug, 2008 
 
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So a update more:

@Chirmaya: Yeah, texturing makes also a great work in details :D

Image

I UV mapped already something ins xsi (my satellite model) and it was good.
It was only for the first time a little bit messy in the texture editor.
But then i found the "Best Fit"-button. :D

PS: The model has near so many polys like the "Mantis" :D


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 PostPosted: 06 Aug, 2008 
 

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So this is your first time modeling anything? I thought it would take weeks of practise before you can make anything quite like this.. I guess there's hope for me yet! Nice model by the way!


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 PostPosted: 06 Aug, 2008 
 
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It´s not my first model, it is my 7th model. What you need is a lot of creatism. You must think, how to form things out of simple objects. That is the difficult part.

Thanks, Brute :D


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 PostPosted: 06 Aug, 2008 
 
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Seriously, stop posting Renders, then show next to nothing of the modeling, thats what we want to see ;p

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 PostPosted: 06 Aug, 2008 
 
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OrangeKnight: Can you explain your sentence another time? I didn´t understand it :lol:

You mean i should post the model in XSI without rendering, right?


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 PostPosted: 06 Aug, 2008 
 
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Yeah, don't post the renders you do because you don't know how to do lighting and thus we see practically nothing dealing with teh actual modeling, post more like of the Wireframe on Shaded, you still get some shading and you get the Wireframe to see the exact shape of things., pretty much I always use Wireframe on Shaded when posting pics, unless its a render with Textures and a 3-point lighting rig, If I wanna show off textures quickly I'll use Texture Decal instead of Shaded and leave Wireframe on Shaded on.

It looks cleaner and you can tell whats doing what., much easier to give critique and such.

Mike

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 PostPosted: 06 Aug, 2008 
 
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Ok, so here ya go:

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 PostPosted: 06 Aug, 2008 
 
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Is there any feedback on the other sketches I've posted in the first page? Please check the first post, I've added quite a few units on their, some not even UEF! :)


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 PostPosted: 06 Aug, 2008 
 
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I like the UEF T4 Generator. It´s because i´m playing very much cybran and they upgrade very much :D


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 PostPosted: 06 Aug, 2008 
 
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Thanks ^_^

I put a lot of work into that glowing ball and am happy with how it came out.

I could try to do a 3d version of that unit if someone needed it to model from. UEF is pretty easy to sketch, very blocky...


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