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retardedmonkey
12-30-2005, 08:56 PM
Ok I figured this is wip as the skin is still not finished and hopefully it will be soon. But one of my vehicles have finally been in a media release so I can post them. I am hoping some of my other vehicles will be finished soon so I can post them here too.

Pretty much I was asked to join a mod a couple of months ago (I was 15) and I have made 9 vehicles so far for them. This is the first to be skinned, sadly not by me, Spitfire[BMS] has done the texture here. I am practicing texturing so that I can make the whole m0del and the texture them. But I was just hoping to get some crits on how this looks from you guys, since all crits so far are just from inside the mod.

The skin is still wip, just remember that, also I was hoping more critiques on the m0del itself. Actually our site just went down today so I cant post the skin wip, so I will post that later on with the wires.

Oh yeah the thing in the window is actually the arm of the pilot sticking through, they arent rigged yet but that problem will be fixed once they are rigged.

http://img.photobucket.com/albums/v112/slinkysmeagol/Military%20Vehicles/0cceee97.jpg

http://img.photobucket.com/albums/v112/slinkysmeagol/Military%20Vehicles/800a0b8d.jpg

http://img.photobucket.com/albums/v112/slinkysmeagol/Military%20Vehicles/6a88d917.jpg

http://img.photobucket.com/albums/v112/slinkysmeagol/Military%20Vehicles/5c9c1113.jpg

If you want some other angles just tell me and I can render them.

hanzo
12-30-2005, 11:29 PM
Excellent modelling, it looks like that mod has gotten some real talent on board. Ya know maybe it's just my stupidity but you seem quite good for your age, your paying some excellent attention to detail and the overall shape of the model is quite convincing.

keep up the great work, and be sure to update this thread with those textures :thumbsup:

aeres
12-31-2005, 07:47 AM
Wished I can do this good at your age. Very nicely done...and as always, a wire shot please? :D

retardedmonkey
12-31-2005, 01:18 PM
Thanks alot guys!

And here are the wires, sorry I didnt get em up before was leaving for a store and hadnt captured these yet. Skin render is still not available so still have to wait on that one.

http://img.photobucket.com/albums/v112/slinkysmeagol/Military%20Vehicles/cb587c91.jpg

http://img.photobucket.com/albums/v112/slinkysmeagol/Military%20Vehicles/ef60d50f.jpg

dreamsunlimited
01-01-2006, 07:29 AM
real nice model. keep it up. what is the poly count at present?

requiem2d
01-01-2006, 08:24 AM
real nice model. keep it up. what is the poly count at present?

5.5k? Not sure :)

retardedmonkey
01-01-2006, 01:10 PM
Ooops I forgot to say, sorry. Its just a little under 8000, I am not on my comp now so I cant get on to check but its just a bit under 8000. Most of them are spent on the hellfires, and rocket pods. Also the pilots and interior are about 1000 polies, and you cant see them without the translucency. Looking back at this m0del now tho I see a couple of areas that could use alot of optimizing.

dreamsunlimited
01-01-2006, 03:25 PM
8000 polys? i think u can achieve the same model in less then half of present poly count.may be 3-3.5 k. 8000 polys i think is quiet high in my opinion. but with 8000polys u should try to create more deatils in the model.

i created this chopper some monthes back. and it is at present 1287 polys.i did it when i just started learning to texture so the tex part is real bad. but the point is that i think u should try to reduce the poly count to alleast half of the present or try to achieve a lot more detain if u go for 8k. its just my opnion.

pic
http://img470.imageshack.us/img470/1645/apachee21dc.jpg

wires
http://img470.imageshack.us/img470/9512/chopperwires9bb.jpg

i know many things are missing in the model like wheels and stuff but still 8000 polys are still to many.

SammyB
01-01-2006, 03:44 PM
This is for the source engine correct? I can't imagine 8000 being 'too many' polys...?

ill_logic
01-01-2006, 03:56 PM
while it might not be 'too many' the goal is to always optimize, & by looking at the wires, there's a lot of optimizing that can be done. the general shape is awesome, but there are things like the engines where it looks as though it is all one solid piece, extruded & shaped. you could have built the external part seperate & then have that cylinder bit sticking out in front & the exhaust vents in the back, & you don't need to run any extra edges along the flat surfaces to keep the quads, you know what i mean? same thing goes for areas around the nose & cockpit. don't be afraid to split objects up into several & either grouping or combining later. just some suggestions

-J

retardedmonkey
01-01-2006, 04:45 PM
Thanks alot guys for the crits this is really great!

ill_logic - I am not really sure what you mean...the engine is 5 pieces. The front cylender the body of the engine and then the 3 parts in the rear. I had a real problem with the engine as far as the smoothing went, because when I optimized it the smoothing looked really wierd. I am interested to see what you say about this because if I can optimize it more I would love to do it.

dreamsunlimited - I agree with you, the m0del could be done with alot less polies. Most of the polies are really the weapon assembly under the wing. In total its 2048 polies, I made the rocket pods and missiles alot smoother, because I had the polies to use and the big man said to use them up. I could probably remake this m0del under 2000 polies easily, the body of the chopper is only 748 polies and could be optimized alot.

Once again thanks guys I really appreciate this, it helps me learn alot!

ill_logic
01-01-2006, 05:05 PM
so you smoothed it? then that could be it. you really have to watch out when you use smoothing on game models, because essentially, it just takes the poly count of the object & multiplies it by 4, sometimes with not so good results. to be honest i don't know why you used it on a generally boxy shape. sure it's got a couple of rounded sides, but did you try just softening up the edges? all i'm saying is that it looks like there are more polys there then need be, because they're not really holding the shape all that much. basically, look at the shape of the model, if a poly edge isn't helping maintain that shape, delete it.

-J

retardedmonkey
01-01-2006, 05:21 PM
When I said smoothed I mean smoothing groups, just want to make sure were on the same page. Cuz I never knew that smoothing groups made the m0del even more...so would you say take off the smoothing?

retardedmonkey
01-03-2006, 02:48 AM
Ok well now I am curious...if I smooth my m0del with smoothing groups, does that make it run slower in game? I thought that it didnt matter how much smoothing groups you have on it. Also does the amount of bones you have in your m0del affect the speed of the game?

dreamsunlimited
01-03-2006, 03:17 AM
nope i dont think so cause smothing groups dont increase the poly count. bones are polygon objects but those are not rendered so i dont think they also pose any problems.

but nos of smothing groups do affect the generation of normals map. whole mesh should have a single smothong group or the normals will not generate properly.

vrapp
01-03-2006, 08:40 AM
nope i dont think so cause smothing groups dont increase the poly count. bones are polygon objects but those are not rendered so i dont think they also pose any problems.

but nos of smothing groups do affect the generation of normals map. whole mesh should have a single smothong group or the normals will not generate properly.

Im sorry, but this is quite uninformed. Smoothing groups (or "hard edges") do increase the polygon-count and will result in slower rendering of a mesh. This is because every hard edge that's rendered by a game engine will actually be a split in the mesh (ie. double vertices at every end of a hard edge).

The lowpoly mesh should definitely have just one smoothing group when generating the normal maps.

Another thing, bones are not polygon objects.

dreamsunlimited
01-03-2006, 05:07 PM
ok let me check

dreamsunlimited
01-03-2006, 05:09 PM
hmm i thought bones are polygon objects cause those too are actually made up of polygons.
and they do have a poly count
http://img324.imageshack.us/img324/3831/bones8te.jpg

and i still dont think that smothing groups increase the poly count. they never did that for me.

dreamsunlimited
01-03-2006, 05:16 PM
hmm i thought bones are polygon objects cause those too are actually made up of polygons.
and they do have a poly count
http://img324.imageshack.us/img324/3831/bones8te.jpg

and i still dont think that smothing groups increase the poly count. they never did that in ny of my models.

retardedmonkey
01-03-2006, 07:43 PM
So its better just to put one smoothing group on the whole m0del. How does that work for say a tank which is all boxy, I would need smoothing groups on some parts but then for others I would want the boxyness. I guess just keep it controlled?

retardedmonkey
01-03-2006, 09:16 PM
Finally our website is back up and I got the skin wip. Just keep in mind its still wip, but either way just enjoy!

http://www.blackmesasource.com/flash/images/mr6_apache.jpg

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