View Full Version : Star Wars : Snowspeeder : Med-poly
07-16-2005, 09:07 PM
I posted in the finished 3d gallery because this model as been incorporated in teh render already. I am posting in this thread to get some professional tips on making this model optimal for a game engine running pc games. This model is geared specifically for the newest Star Wars RTS engine. Any technical info would be appreciated on textures and modeling.
This model was done to simulate a production environment. I modeled the Snowspeeder in one day and textured in one day. Any imperfections were do to that.
07-16-2005, 09:10 PM
Here is a quick comp/.
07-16-2005, 11:08 PM
Yeah thats cool ! :thumbsup:
Do you will add some orange to the texture ?
That's a very nice model, incorporate the orange and it's perfect. However you could save some polygons especially when modeling for an RTS engine. If it is possible without losing too much detail try to save some polygons as pointed out in the attached picture.
07-17-2005, 01:11 AM
Thank you very much guys.
Bananasalat: Orange? What orange? Do you mean the hazard box with yellow and red? I think I might have forgotten to put it behind the main blasters. Do you have a good ref. image? It's on the model but tricky to see. If you don't mean that, then refresh my memory on "orange". thx
xno: Invaluable pointer. I really need to know when it is okay to cut polygons into a square and not have continueously flowing lines. Is that a high-poly habit? You made the top of the cockpit alot better, but it contains alot of unconnected vertices. I know that as long as you don't move any of those vertices that the top will remain a square. When and how often is this okay to do. Again with the orange. Confused. haha
07-17-2005, 01:43 AM
The proportions seem a little off - did you use any reference images to model from?
07-17-2005, 02:12 AM
I used lots of reference images that all differed in one way or another. The internet and starwars.com are great treasure chests. The problem I ran into (under the mind-set of a star wars fan) was which reference to stay true to. The maquettes/prototype models for the movies are great, the toys are what alot of star wars fans associate alot of time/memories with are good, and then the movies themselves offer okay reference.
What is your opinion on this?
But, I eye-balled most of this model from those references.
Well all vertices should be connected but for game models you should try to remove unnecessary polygons. A box with two heigth width and length segments is the same as a box with only one segment. Try to look at the model in its approximate ingame size and then decide what detail you need.
As for the orange:
07-17-2005, 01:59 PM
Yeha orange :p
hey xno ich komm auch aus münchen bzw germering^^.
Ich komm ned direkt aus München sondern aus Ebersberg eigentlich, also genau andere Seite ;). Aber wenn ich Ebersberg/Germany schreib weiss keine sau wo das is :p.
07-17-2005, 07:14 PM
Oh, THAT orange! I found out that every squadron had a different color (I went with black).
Pic from Starwars.com
07-17-2005, 07:20 PM
yo whats up this logan from the alumni hahaha! your shit is lookin tight keep it up. Is this for a star wars game you are makin or is it jsut for fun cause I know you are making alot of these star wars models?
07-17-2005, 07:27 PM
How's it going Logan? Thanks for dropping in.
Well, I've been gearing my second portfolio to work for a game company that specifically requested to see StarWars stuff. You should check out my turbo tank thread (http://www.cgtalk.com/showthread.php?t=258791), that's were I really need help. It is suppose to be my fnal piece for my reel. I'm finishing that this week/today and hopefully getting a job. I'll give out more specifics when that happens.
07-21-2005, 01:42 AM
Wanted to post this texture comparison picture.
07-21-2005, 03:42 AM
That looks really cool, man.
07-21-2005, 03:42 AM
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