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Posted: Mon Jun 14, 2010 10:35 pm
um, this isn't a full render of the model, the grid is just there as a reference point for modeling. i don't see the problem. Then again, I'm probably missing your whole point. remember i don't have a lot of experience in modeling. and diedel if you have any ideas for the spikes or something I'm open to ideas.
Posted: Mon Jun 14, 2010 11:25 pm
Ok. The point is - for the sphere - you need a lot of patch polygons. for cube - you need only 6. So the patch like polygons - needed for splines wave like surfaces. for plain surfaces you need only two triangular faces.
Posted: Mon Jun 14, 2010 11:31 pm
oh, the way have the program when it creates geometry it creates the segments in squares. I do need to reduce the poly count though, currently its at 2567 faces, that's mainly from the spherical shapes, which i can reduce. its better than it originally was. to start it had 4792 faces.
And i re-did the spikes, maybe they look a bit more menacing.
Posted: Mon Jun 14, 2010 11:38 pm
Please don't make any spikes at all. Replace them by something different. These things aren't horned metal cows with missiles.
Posted: Mon Jun 14, 2010 11:49 pm
lol, The original ITSC had spikes, but i guess they fit in a bit better with the way the original looked. if you have any ideas go ahead, because I'm out at the second, at the moment I'm trying to drastically reduce the poly count while keeping its shape.
I reduced the poly count to 656 without changing the way it looked. (and i removed the horns.)
here is a pic of the new wire-frame. there are a few polys that it hides at this angle but they are still there and it doesn't look any different.
And here is the current render. (god I'm posting a lot of pictures)
Posted: Tue Jun 15, 2010 12:52 am
By the grid - a presume that you're using 3DSMAX.
regardless - there should be a modifier called optimize or so. Select the faces you think can be optimizes and apply that modifier to them.
Also you have a lot of unneeded faces on cylinders. you really do not need that much. they got the same diameter along the "height" of it. I think that by that way weight of the model - can be reduced drammatically.
You do not have that many details - your faces weight can be really low. You can send your model to me - i'll optimize it myself if you want.
Posted: Tue Jun 15, 2010 1:06 am
I think i can find the optimize modifier, and yes i am using 3ds max. Ive been trying to remove some of the faces on the cylinders. I'm still working on it.
i did find optimize. it does make it look a bit better. thanks.
another addition, got the idea from what blarget did on his hulk. I still plan to add more than this, but i have to think of it first, lol. Ideas are still open.
My last act for the day. I made a whole front armor plate to match the ITSC plate.
Posted: Tue Jun 15, 2010 8:24 am
Posted: Tue Jun 15, 2010 12:46 pm
Very good job !
Please, give us more
btw.: It looks similar to a cylone from battlestar galatica ! Great !
Just one suggestion: The ID code from each bot could be bigger, like Irontower showed with his textures.
Posted: Tue Jun 15, 2010 1:54 pm
Now its getting better..
Posted: Tue Jun 15, 2010 2:10 pm
By the sound of the reactions I'm finally getting somewhere. I think I'm getting close to ending the modeling process of it. Now i have to ask pumo how to do the rest. Hopefully its not to complex. My next plan is to do the IT droid. (which was the original idea for this one... didn't turn out that way though.) Any other ideas for it should be thrown out soon.
changed the plate texture slightly, raised the font size of the I.D. Code and added class B security (whatever that means) I also made it look like the paint for the letters look a bit worn.
And if any other changes aren't going to be made, this is the final render. (not sure how it would actually look in game.)
Posted: Tue Jun 15, 2010 3:26 pm
Not much to see on your final render, because it is way too dark.
Posted: Tue Jun 15, 2010 3:30 pm
Yeah sorry about that, heres a picture of it non-rendered.
I'm testing it to see what it looks like in game.
A lot of work to be done, #1 i need to find out how to get the textures to show up, #2 a whole lot of stuff. I need to pm pumo.
Posted: Tue Jun 15, 2010 4:24 pm
Two questions to Karx:
1. Is it possible to animate this bot, that it can move its weaponary a few degrees up and down ?
2. Is it possible to make the bot destroyable in parts (disarm the bot without destroying it) ? This could be a new mission goal.
In german just to be clear:
Kann man es einrichten, dass der Bot seine Bewaffnung ausrichten kann ? Also Schwenken um ein paar Grad nach oben und unten ?
Könnte man Bots so entwerfen und könnte das Spiel sie so handhaben, dass der Spieler den Bot entwaffnen kann ohne ihn zu zerstören ? Daraus könnte man nämlich ein schwierigeres Missionsziel basteln: Flieg durch die Miene und entwaffne alle Bots.
Posted: Tue Jun 15, 2010 6:53 pm
1+2: Theoretically yes.