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aintnomeaning
11-15-2005, 05:20 AM
Doing a 17th-century galleon.

The purpose of this thing would be to be used as an environment/prop for a fps - like the character would walk on the ship, and look it at from the docks, etc.

So I was trying to balance the poly count as low as possible, while still looking like a current gen game model from close up.

The flag-like things are ropes that will have transparency maps, and the rigging (the ropes) is done, but it's only curves right now, and hence not visible.

It's about 25,000 polys right now, and most of those are in the cannons and the railings on the rear, so any advice about the modeling would be useful before I unwrap and texture this thing.

Also, it's done in Maya.

Thanks

http://img484.imageshack.us/img484/3663/galleon50kt.jpg
http://img484.imageshack.us/img484/8126/galleon47zw.jpg
http://img493.imageshack.us/img493/4064/boat1b4nw.jpg
http://img493.imageshack.us/img493/5325/boat1a6se.jpg
http://img493.imageshack.us/img493/8153/boat10qi.jpg

weird-coma
11-15-2005, 01:27 PM
Wow, nice modeling, cant wait to see it textured. As for lowering the poly count, that depends. I cant remember if parameterization is a necessity for newer game engines. If not, you can definitly lower your poly count by killing some of the poly's in the cannon housing. You can also lower it a lot by making all the cannons instances, if they arent already. It's a little hard to see the crows nests, so I can't say if they can be dropped any. Other than that, I'm pretty much stumped.

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11-15-2005, 01:27 PM
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