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madinjulo
01-24-2004, 02:28 PM
hi all
Here's a game vehicule for UT2k3 mods (2424 tris)
http://madeinjulo.free.fr/wip/quad/quad.jpg

Gibbz
01-24-2004, 11:29 PM
hey thats cool :D never thought of a quad bike in ut2k3 ;)

andrewley
01-24-2004, 11:57 PM
Thats really nice.

I notice that its made up of lots of seperate objects. Does anyone know if this would be a problem in a game engine.

I always thought models should be a continious mesh for the most part. Maybe I wrong

Good start though. I'd ride it :)

YerEvilTwin
01-24-2004, 11:59 PM
you can save a poly with if you cap you ends like this

http://www.vitaminjay.com/images/oct.jpg

use this on your tail pipe.

Oh and great use of polys. looks like is very efficient, but you might want to us a HEX instead of an OCT for your pips.

Also your use of separate meshes is smart. You should also use it on the tail pipe. You would save about 16 polys.

jeffro
01-25-2004, 04:00 AM
Actually capping your cylinder ends like that is bad for games. Reason being is that game engines load vert data. So it will load 1 then go to the next ones all at the same time. The pic below explains it better. A more efficient way to triagulate is the one on the left. Maya's triangulate button works like the pic on the left. Only way to get the zig zag pattern is by hand triangulating.

http://www.jeffparrott.com/ftp/verts.gif

madinjulo
01-25-2004, 08:21 AM
ok thx a lot
i will make this some changing before the texturing ;-P

madinjulo
01-31-2004, 06:52 PM
hi all
little wip for texturing
http://madeinjulo.free.fr/divers/test.jpg

Razorwolf
01-31-2004, 09:06 PM
Nice work man :)

Some ideas:
- steer grips (leather)
- some little decals

Guntharf
01-31-2004, 10:18 PM
cool stuff :) Good start for the texturing :) Maybe add details on the guidon and maybe contrast a little bit the differents part of your vehicle. I mean, everything is a little bit to dusty. Maybe make some part more clean than others etc. (i'll tell u Monday at school if i see u ;))

anyway, good job :)

Neil
02-01-2004, 07:30 PM
Originally posted by jeffro
Actually capping your cylinder ends like that is bad for games. Reason being is that game engines load vert data. So it will load 1 then go to the next ones all at the same time. The pic below explains it better. A more efficient way to triagulate is the one on the left. Maya's triangulate button works like the pic on the left. Only way to get the zig zag pattern is by hand triangulating.

http://www.jeffparrott.com/ftp/verts.gif

I don't like the left method just b/c when you're texturing you're relying on 4 faces for 1 UV. If you move that, 4 faces are moving, it's annoying if you're trying to correct stretching.

jeffro
02-01-2004, 09:31 PM
"A more efficient way to triagulate is the one on the left." I appologize I meant the one on the right. The seashell pattern is bad, Zig-zag is good. And I agree I don't like the left one either.

Sceme
02-02-2004, 10:45 AM
nice stuff. I learned alot about triangles of this post. Thank u all guys.

Maybe texturing need some work, but still. I like the style u are using for this vehicle :)

erik2003
02-02-2004, 03:49 PM
Nice quad!

simonvb
02-02-2004, 03:55 PM
That looks really good ! You have a superb control, creating such a nice lowpoly model. :thumbsup:

madinjulo
02-02-2004, 04:56 PM
thx for the comments i will totally change the texturing
render soon ;-p

Neil
02-03-2004, 02:33 AM
Originally posted by jeffro
"A more efficient way to triagulate is the one on the left." I appologize I meant the one on the right. The seashell pattern is bad, Zig-zag is good. And I agree I don't like the left one either.

I was wondering about that, b/c what you said the first time didn't make sense :)

Why dont' you just edit your first post, for future readers to not get confused.

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