Not sure what you're trying to say with that first image, doesn't everybody start from a primitive? It looks very nice though, but the poly distribution could be a little better. Looks like some of the smaller details are using the same amount of polys as the larger ones. (The large drums on the back being the most obvious.) Any wires?
[QUOTE=Kathar]Not sure what you're trying to say with that first image, doesn't everybody start from a primitive? It looks very nice though, but the poly distribution could be a little better. Looks like some of the smaller details are using the same amount of polys as the larger ones. (The large drums on the back being the most obvious.) Any wires?[/QUOTE]
I've started with a line,made an outline of it, then extruded it and made some adjusments to it (i don't think that anyone would want to see a simple outline)
Here's wired:
[URL=http://imageshack.us][IMG]http://img149.imageshack.us/img149/4897/wireduw1.png[/IMG][/URL]
[QUOTE=Ajacks]I really doubt that you made any of this stuff, provide some actually proof because your account is a brand new 08, you have no creditable history and you just seem to be like "I made this" without any real explanation, It's just what I think...just suspicious...[/QUOTE]
I think this is enough for explanation:
[URL=http://imageshack.us][IMG]http://img515.imageshack.us/img515/5453/proofgi0.png[/IMG][/URL]
No fancy render here (it would take quite a bit to render this the same way as i did others), and yeah Dtmech does know that I made it.
And to make it clear i'm new to gmod ,not to modeling.
Chibilord> I was planing to rig the APU model, but that would take too much time.
probably can't import to hl2 as it is too high poly look as its over the 25k poly amount am i right?
that Robot looks so good, i want to eat it.
[QUOTE=peterboi]probably can't import to hl2 as it is too high poly look as its over the 25k poly amount am i right?[/QUOTE]
Yup you're right...(check the wired render in the top left corner)
That doesn't really prove anything except that you own a .Max of it, but I'm gonna give you the benefit of the doubt
so how i can prove that it's mine? [url]http://www.3d-palace.com/forum/showthread.php?t=15505&highlight=baneblade[/url] maybe this? and i have 7 .max files from start to finish
You should do vehicles for Empires mod. :wooow:
[QUOTE=peterboi]probably can't import to hl2 as it is too high poly look as its over the 25k poly amount am i right?[/QUOTE]
25,000 tris wouldn't have had much effect on the engine, but that over 100,000 would be difficult to compile.
[QUOTE=Drew Carey]You should do vehicles for Empires mod. :wooow:[/QUOTE]
Maybe...But i don't know anything about that mod.
Release! when you could release.
I would die inside if it doesn't get released.
atleast remove some polys
I could try to remove some polys ,but still i don't know if I could remove enough polys for it to work in-game (what poly count should i go for?)
Get rid of the screws on the body, they can be put on in the texture, also some other details you have there could be removed.
To reduce the poly count, you could probably take off a third of the faces on the barrels on the back, remove the screws and make the track segments into flat plates (both of these can be added using a good bumpmap, to some extent)
Most of the vents and insignias can also be put on in the bumpmap/texture, along with a lot of other fine detailing.
Also, if you have any plans (any at all) to put this in Source, make the turrets all separate models, both for the main turret, the main turret's turret weapon (pintle bolter usually, isn't it?), and the side turrets.
But basically anything so small that it wouldn't really be needed for physics, remove it. It should be able to be done in the bumpmaps.
Except the plating on the plating, if you know what I mean. That stuff is best left modeled on, as it will make the bumpmaps a little easier. :)
(No, I'm not really an experienced modeler nor do I know tons and tons about this sort of stuff - these are what I think could be done, but it'd be a good idea to get a second opinion first, I'm no guru)
Don't forget to ragdoll some parts of it! :eng101:
That is EPIC :v:
[QUOTE=Drew Carey]To reduce the poly count, you could probably take off a third of the faces on the barrels on the back, remove the screws and make the track segments into flat plates (both of these can be added using a good bumpmap, to some extent)
Most of the vents and insignias can also be put on in the bumpmap/texture, along with a lot of other fine detailing.
Also, if you have any plans (any at all) to put this in Source, make the turrets all separate models, both for the main turret, the main turret's turret weapon (pintle bolter usually, isn't it?), and the side turrets.
But basically anything so small that it wouldn't really be needed for physics, remove it. It should be able to be done in the bumpmaps.
Except the plating on the plating, if you know what I mean. That stuff is best left modeled on, as it will make the bumpmaps a little easier. :)
(No, I'm not really an experienced modeler nor do I know tons and tons about this sort of stuff - these are what I think could be done, but it'd be a good idea to get a second opinion first, I'm no guru)[/QUOTE]
I didn't thought to put it into source engine (I just wanted to remember my mechanical modeling skills) I wasn't thinking about texturing it, but if I would need to put this in the engine I could remove as much polys as possible without losing the detail (i could try to downgrade the polycount with polygon cruncher,but it makes a lot of tri's)
Erm, what?
So removing polies involves making them into tri's... Tri's are polies.
No i mean using polygon cruncher,a plug-in that reduces the amount of polys,but sometimes it makes a lot of tri's [url]http://www.mootools.com/plugins/us/polygoncruncher/index.asp[/url]
[QUOTE=Dtmech]If it would be UVA mapped i could compile it to work on gmod. But i doubt you would do that on this kind of model.
And i bet it would have to much poligons.[/QUOTE]
You could make a normal map out of this model, then remake it mus lower poly and skin it.
[QUOTE=Ajacks]I really doubt that you made any of this stuff, provide some actually proof because your account is a brand new 08, you have no creditable history and you just seem to be like "I made this" without any real explanation, It's just what I think...just suspicious...[/QUOTE]
Modelling is actually fairly simple to learn with the right tutelage.
Most of it is simply effort, and welding points together, and getting scales and things right.
But the actual tools are fairly fast to pick up.
As testament to this, my modelling teacher wants me to produce 5 2000 poly models and 10 200 poly models by may-ish, including an aircraft carrier, and I only started using max in october.
Wow. That is really nice.
Holy crap! Great job! This is looking much better than the Baneblade that was converted from Dawn of War.
[QUOTE=chris0132]As testament to this, my modelling teacher wants me to produce 5 2000 poly models and 10 200 poly models by may-ish, including an aircraft carrier, and I only started using max in october.[/QUOTE]
Max is incredibly easy for just poly editing. I could do this by the end of the week if I really wanted to.
[b]Edit:[/b]
Also I further agree with the tutorial thing. I watched one and I pretty much knew my way around it instantly. I just never really tapped into more advanced things though because I haven't found a reason.
Sex. Truly Sex.
[QUOTE=unixxx]No i mean using polygon cruncher,a plug-in that reduces the amount of polys,but sometimes it makes a lot of tri's [url]http://www.mootools.com/plugins/us/polygoncruncher/index.asp[/url][/QUOTE]
That kinda gets rid of the benefit of the doubt I was giving you.
Hi, just want you know that this tank is awesome :) And I would love to have that patient and inspiration that you have :)
You could use it in Crysis :)
Anyway, I would love to know, what Light plugin you have used for those renders - if you using any of course. Be cause can't find any good. Found one, some months ago, but after windows reinstalling it got formated :D
[b]Edit:[/b]
[QUOTE=Pj The Dj]I just never really tapped into more advanced things though because I haven't found a reason.[/QUOTE]
I truly agree with You. I have never found any reason to model anything good, or any alike as this tank.
[QUOTE=ertnemz]You could use it in Crysis :)[/QUOTE]
I doubt it, unless you have seriously good computer to handle it. The human characters in Crysis are only about 13,000 or so tris, not much more than HL2's ones. It only has a huge array of shaders to give it that look, to smooth out the human skin and so on.
Just because a game looks good, it doesn't mean it has million polygon models, there's much more than the mesh that makes the looks. Most people are struggling to get Crysis working smoothly even with the current models, I don't think a model with over 100,000 tris would be very good for the performance.
I believe HE is doing this and if he isn't, well, oh well, we're still getting a great model and he'll probably have to face the consequences eventually. But, yeah. I would love to see more of your work put in play on the source engine. :)
Damn but that thing is detailed. Looking forward to a release should you impose one! :D
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