WIP: ATOT Chairs and No Chairs(for compact missions)

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drummerzoid1

WIP: ATOT Chairs and No Chairs(for compact missions)

Post by drummerzoid1 »

yeh yeh it's not in xsi but i'm not some rich guy with a lot of excess money for xsi. so here's my wip without legs so far.

ATOT No chairs 1 (smoothing on)

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ATOT No chairs 2


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ATOT No chairs 3

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ATOT

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ATOT 2 (smoothing)

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ATOT 3

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minilogoguy18
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RE: WIP: ATOT Chairs and No Chairs(for compact missions)

Post by minilogoguy18 »

you should add some hard edges to it cause its a mech and only small parts of it are gonna be smooth while its mostly rigid paneling.
drummerzoid1

RE: WIP: ATOT Chairs and No Chairs(for compact missions)

Post by drummerzoid1 »

I don't want to do anything to mess it up yet so i'm waiting to get milkshape and then i'll take your advice, thanx
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Post by -_- »

looks uber.
drummerzoid1

Post by drummerzoid1 »

uber as in cool?
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Post by -_- »

drummerzoid1 wrote:uber as in cool?
yep. Looks VERY good.
drummerzoid1

Post by drummerzoid1 »

thanx
Bobafett16

Post by Bobafett16 »

oh nice, looks pretty cool man :) keep up the good work!.
drummerzoid1

Post by drummerzoid1 »

I added the legs now so here's an update!
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Last edited by drummerzoid1 on Fri Mar 24, 2006 6:33 pm, edited 2 times in total.
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Post by Teancum »

WOW... very cool.
drummerzoid1

Post by drummerzoid1 »

thanx teancum
Edit: just finished the weapons, can someone texture this?
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Post by Qdin »

hmm

if you ask me, the legs seems to be Uber Quality... O.o

You hardly notice if circles are squared in-game :wink: I'd bet you could get it at LEAST 100 poly's down per leg :P
drummerzoid1

Post by drummerzoid1 »

thanks, yeah usually legs are the big poly count for these kind of things but hey the total poly count is pretty low i think, around 7000 polys. runs fine on my 3d engine so should be fine.
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Post by minilogoguy18 »

yeah but if the verts are too clustered together theyll get welded like asajj's face did, you should knock teh polies down to 3000 at the very most and any model shouldnt be any higher than that. it really doesnt matter what your PC can handle its all about what the game can handle, and you dont want a crappy map where effects start to not work and it lagging cause you made a model thats over twice the reccomended limit.
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Post by drummerzoid1 »

alright i'll work on that!
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Post by Jango_Fett_A »

very nice! Is this going to be a new vehicle?
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Post by minilogoguy18 »

no... no its not... >_>
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Post by Leviathan »

Off-topic : drummer', you seem not to use an Avid / Softimage product, and so, would you mind giving me the name of the 3D-modelling software you're actually using to create this "AT-OT" project ?

Thanks in advance !... :D
Lord-Bandu

Post by Lord-Bandu »

Whilst theres no real limit to polys I believe you should lower the number of faces on each cylinder.


Once textured, cylinders look more rounded than they do untextured. Have a look at the ATTE's legs and copy them as far as the number of polys.

You could use the attes textures aswell .

As far as how many polys you should make it , its just common sence. If your model looks good at 4k polys but looks bad at 3k you should go for 4k or just under.


Looks good BTW
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Post by minilogoguy18 »

well if you get it all textured and everything ill try and animate it and get it in game since i havnt got the chance to make animaitons for a walker in BF2 yet.
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