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marshall6912
12-01-2003, 11:09 AM
I'm thinking of making this scout craft and pilot into a RTS type model aka really low polygon model.Maybe 400 polygons for the scout pilot and 300 polygons for the scout craft itself?Any comments?

http://www.gibsontang.com/Cgtalk/scout.jpg

http://www.gibsontang.com/Cgtalk/scoutcraft.jpg

LeroyBrown
12-01-2003, 06:24 PM
its very angular, why so low poly?

marshall6912
12-01-2003, 06:35 PM
Originally posted by LeroyBrown
its very angular, why so low poly?

Well,i intended it to be a model for RTS games like C&C etc etc,hence the low polycount.RTS games can ill afford to have models with 2000 polygons per unit.

AdamAtomic
12-02-2003, 08:44 AM
the right wing looks to be quite a bit longer than the left? That may just be an optical illusion. I think it's a nice use of polys - try zooming out from the model quite a ways and see if it maintains the silhouette and form you want it to have. I know that some of the CCG models have exaggerated forms (look at the infantry's feet sometime) to ensure that they are visible when scaled down. Throw some textures on that bad boy!

marshall6912
12-03-2003, 10:23 AM
It's an optical illusion if the right wing appears to be longer as the right wing is a mirror of the left wing.Gonna start doing the unwrapping soon,the part that i hate most about 3D modeling,but still an essential part nonetheless.

marshall6912
12-04-2003, 01:16 AM
Did some texturing and it's far from done.The scoutcraft texture looks too empty.Anyone got any suggestions on what to put on the scoutcraft texture besides some dirt/grime and a bit of rust as i'll put that on once all the texture details are done?

http://www.gibsontang.com/Cgtalk/scoutcraft_pic1.jpg

mactabilis
12-04-2003, 06:10 AM
a swiss army knife, some rope, and several badges.
scout, ship.. get it?

but seriously, things that could go on the outside... depending on detail, you could have control boxes, electrical wiring components, air conditioning parts.. Things that'll look like fuel tanks, fuel intake valves, warning emblems, text on how to use certain things.. compartments of sorts...
just think of things they'd need, and legal issues (warnings, info on the sides), safety devices.. it'll seriously go a long way as far as looking like something that might actually be flying around.

the blue color looks odd to me.... you never see military vehicles in blue really.

SammyB
12-04-2003, 07:39 AM
The texture looks quite flat right now. Try and make things like the "s12" text actually look indented on the ship, not spray-painted on.

marshall6912
12-04-2003, 06:22 PM
Oki,whacked in more details and a bump map.The latest pic can be seen at http://www.gibsontang.com/Cgtalk/scoutcraft_pic2.jpg

marshall6912
12-04-2003, 09:43 PM
Here is the pilot,337 polygons.The total polycount for the scoutcraft and pilot is 600 polygons.

http://www.gibsontang.com/Cgtalk/pilot_pic1.jpg

Beroc-LOD
12-05-2003, 12:13 AM
It looks like your 3d posts are in isometric... try rendering them and giving them some life and depth. use a perspective view. I think that is what I am seeing is more wrong then anything...
Good low poly stuff, but a little on the basic side, look for more dynamics.... or super heroish qualities in the guy... he looks very much like a man in a can.... if you know what I mean.

marshall6912
12-05-2003, 01:55 AM
http://www.gibsontang.com/Cgtalk/pilot_pic2.jpg

Followed your advice and moved some vertices around.I lengthened the legs too to follow the 8:1 ratio instead of the 7:1 ratio.

Originally posted by Beroc-LOD
It looks like your 3d posts are in isometric... try rendering them and giving them some life and depth. use a perspective view. I think that is what I am seeing is more wrong then anything...
Good low poly stuff, but a little on the basic side, look for more dynamics.... or super heroish qualities in the guy... he looks very much like a man in a can.... if you know what I mean.

The models are rendered using 3DMAX default lighting.How to give the rendered model more life or depth?

marshall6912
12-08-2003, 03:56 PM
Final pic is here.Any comments?Craft and pilot total 600 polygons.

http://www.gibsontang.com/Cgtalk/scoutcraft_pic4.jpg

Tahl'eN
12-09-2003, 10:15 AM
Love the ship. Texture needs more weathering, though. Also, a seat and a canopy. And, correct me if I'm wrong, but I don't think the recent crop of RTS's support bumpmaps. Also, you could save a good chunk of polys by using an alpha map for the cable under the front gun.

Dude on the other hand, looks a lot like a go-bot. I would suggest you pull most of the polygons out of the head, and put them in places like the shoulders and feet. You can also save a pile of polys by closing the tops of his boots off on top instead of making him one solid mesh (same for where his shoulders attach to the body).

What resolution textures are you using here?

marshall6912
12-09-2003, 04:12 PM
Originally posted by Tahl'eN
Love the ship. Texture needs more weathering, though. Also, a seat and a canopy. And, correct me if I'm wrong, but I don't think the recent crop of RTS's support bumpmaps. Also, you could save a good chunk of polys by using an alpha map for the cable under the front gun.


Great idea for the cable.I will add a canopy for the cockpit and add an alpha map texture to it for translucency.I ain't sure about the current RTS's engines supporting bumpmaps,but i assumed it did as since almost all engines support bump mapping now.


Dude on the other hand, looks a lot like a go-bot. I would suggest you pull most of the polygons out of the head, and put them in places like the shoulders and feet. You can also save a pile of polys by closing the tops of his boots off on top instead of making him one solid mesh (same for where his shoulders attach to the body).

What resolution textures are you using here?

Can you elaborate further on closing off the top of his boots on top and making it 1 solid mesh?

DreiGrasheir
12-09-2003, 04:53 PM
you need to add some texture to the grey on the ship... it's flat color is making it hard to buy it's metal-osityness.

Tahl'eN
12-09-2003, 04:59 PM
I don't think anyone's bothered with bumpmapping as the units are so small on screen and the potential framerate hit isn't worth it. But if you're gonna do it, light it well to show it off. 3-point lighting is the easiest way to do it. That's one light a little to the side and above the camera, a second, really dim light directly opposite that light (on the other side of the model) and a third rather bright light on the opposite side of the model from the camera.

I would also suggest you zoom out to a distance you would be at in the RTS itself and see if 1-it holds up and 2-you absolutely need it.

Now for the legs. I was saying fall back on older modleing techniques and make the lower legs a separate peice:
http://www.tahlen.com/examples/LegEx.jpg

In this example, I'm saving myself 6 polygons per leg. With 6-sided legs like you've got, you could save 8 per.

marshall6912
12-09-2003, 05:33 PM
Originally posted by DreiGrasheir
you need to add some texture to the grey on the ship... it's flat color is making it hard to buy it's metal-osityness.

Hmm,what kind of texture do you suggest?

marshall6912
12-09-2003, 05:35 PM
Originally posted by Tahl'eN

Now for the legs. I was saying fall back on older modleing techniques and make the lower legs a separate peice:
http://www.tahlen.com/examples/LegEx.jpg

In this example, I'm saving myself 6 polygons per leg. With 6-sided legs like you've got, you could save 8 per.

Actually,the lower legs were modelled as a seperate piece.Using the same method that you suggested.

Tahl'eN
12-09-2003, 05:38 PM
Ahha. Well then as long as the shoulders attach to the body the same way, never mind. (-:

Before you worry about addimg more to the metal-osity, post a shot if it at RTS scale. Might be that more metal-osity would make it not read well at that distance.

DreiGrasheir
12-09-2003, 07:30 PM
some smudging... nuts and bolts... even som light noise.. .anything to get rid of the flat color. flat color generally is not good.

marshall6912
12-10-2003, 02:06 PM
Oki,added a cockpit so that it doesn't look so empty.The texture are 512 X 512 tga.Not that good as i think 256 is the normal size for models.Well,i tried resizing it to 256 X 256 and some details got messed up real bad.

http://www.gibsontang.com/Cgtalk/scoutcraft_pic5.jpg

Tahl'eN
12-10-2003, 05:11 PM
If it's going to stay a 512 you definately need to make it more metalic. Add scratches, make any raised edges lighter, add noise over the entire thing. A blinn material would help, too.

As far as re-sizing goes, maybe you've tried it but Nearest Neighbor is about the only way that doesn't produce mud when you're working with little stuff in Photoshop.

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