Page 1 of 3

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

Posted: Thu Mar 23, 2006 10:00 pm
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)

Image

ATOT No chairs 2


Image

ATOT No chairs 3

Image

ATOT

Image

ATOT 2 (smoothing)

Image

ATOT 3

Image

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

Posted: Thu Mar 23, 2006 11:37 pm
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.

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

Posted: Fri Mar 24, 2006 12:33 am
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

Posted: Fri Mar 24, 2006 12:50 am
by -_-
looks uber.

Posted: Fri Mar 24, 2006 12:53 am
by drummerzoid1
uber as in cool?

Posted: Fri Mar 24, 2006 1:09 am
by -_-
drummerzoid1 wrote:uber as in cool?
yep. Looks VERY good.

Posted: Fri Mar 24, 2006 1:15 am
by drummerzoid1
thanx

Posted: Fri Mar 24, 2006 10:49 am
by Bobafett16
oh nice, looks pretty cool man :) keep up the good work!.

Posted: Fri Mar 24, 2006 6:15 pm
by drummerzoid1
I added the legs now so here's an update!
Image
Image
Image

Posted: Fri Mar 24, 2006 6:19 pm
by Teancum
WOW... very cool.

Posted: Fri Mar 24, 2006 6:20 pm
by drummerzoid1
thanx teancum
Edit: just finished the weapons, can someone texture this?
Image
Image

Posted: Fri Mar 24, 2006 7:32 pm
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

Posted: Fri Mar 24, 2006 7:37 pm
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.

Posted: Fri Mar 24, 2006 8:24 pm
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.

Posted: Fri Mar 24, 2006 8:32 pm
by drummerzoid1
alright i'll work on that!

Posted: Sat Mar 25, 2006 11:23 am
by Jango_Fett_A
very nice! Is this going to be a new vehicle?

Posted: Sat Mar 25, 2006 11:30 am
by minilogoguy18
no... no its not... >_>

Posted: Sat Mar 25, 2006 12:03 pm
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

Posted: Sat Mar 25, 2006 12:18 pm
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

Posted: Sat Mar 25, 2006 12:34 pm
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.