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Posted: Sat Oct 16, 2004 8:33 am
by Hammer
Raa that looks beautiful..........
Gawd this place has the coolest smilies

Posted: Sat Oct 16, 2004 8:39 am
by liberator
What are we talking about? 2 polies for each edge of each plate(triangulated)? By my very rough estimation there are about 200 5-6 sided plates on her hull.
So
6x200 = 1200
1200 x 2 = 2400
So the little cutesy detail like that add ~2400 polies to a ship that already has(Raa's version) something on the order of ~2000? for a total of ~4400 polies for the main hull and then another 600 apeice for the casemate turrets(1 on top and 1 on bottom) plus another 500-100 for the hull detail on the neck and 18 apiece for the emplaced turrets(call me old-fashioned but I like the hexagonal style for emplaced turrets, it kind of makes the all the ships look like they get their armament from the same manufacturer, which with something like PBCs they probably do)
4 casemates = 2000 polies
17 emplaced = 306 polies
neck details = ~800 polies
plating = ~1200 polies
basic geometry = ~2000 polies
total = 6303 polies more or less
completely useless for realtime(right now, but in a few years? unrealengine3 anyone?) but perfect for rendering medium resolution cinematics. For something hi-res like film work or tv you'd probably need to double that at least.
Posted: Sat Oct 16, 2004 9:16 am
by Black Wolf
Vasudan Admiral wrote:Oooh, that's pretty nice.

It highlights the'sections' of the hull very nicely. What i would suggest as a final touch model wise would be to model in the recesses down either side of the neck - the ones that are visible on the original necks texture.
Other than that it looks nicely HTLed.
I have never, in all the years I've been playing this game, noticed those before. Weird.
Posted: Sat Oct 16, 2004 9:19 am
by Vasudan Admiral
You could also use a bumpmap for that sorta scaley detail.
But if you did model that sorta detail on, you'd mess up the uv mapping, and so would have to find the exact orientation of the uv map that [v] used, which is probably far more difficult than the actual modeling. It
would look nice tho.

Posted: Sat Oct 16, 2004 4:40 pm
by Taristin
Whoa, whoa whoa... we're not going crazy with this now...
I'm not modelling in the scales. That's for the pathologiclly masochystic, mmkay?
I can see about trying to add the trenches along the neck, but they really aren't super visible. Plues, by smoothing various portions of the hull, there has become a 'webbing' effect of the polies, which could make it more taxing. I think it'll be fine as is, since the poly count is high enough.
I suppose I can finish the mesh... since it'll probably take as long as if I sent it off to VA.

Posted: Sat Oct 16, 2004 4:54 pm
by Black Wolf
Why not just boolean the trenches out? Wouldn't that eliminate the problems with the webbed polies?
Posted: Sat Oct 16, 2004 5:02 pm
by Taristin
Yes, but it seems that whenever I use booleans, a seperate chunk of the ship on the other side goes missing. That's easily fixed by mirroring the ship, but I don't know what other instabilities it may add.
Posted: Sat Oct 16, 2004 5:25 pm
by Black Wolf
You're using Max, right? That's weird then... I can boolean fine.
For the record though, IIRC, many of both Flip's and VA's (symmetrical) ships for TI use mirror modelling to great effect, and without any added instabilities that I've ever encountered.
Posted: Sat Oct 16, 2004 5:50 pm
by Taristin
I usually just make my model, normally, find something I'd like to tweak on one side, do a bunch of detailing, and then use the symmetry modifier.
Posted: Sat Oct 16, 2004 7:06 pm
by Hammer
I wish I could do all this stuff...

Posted: Sat Oct 16, 2004 7:55 pm
by aldo
liberator wrote:What are we talking about? 2 polies for each edge of each plate(triangulated)? By my very rough estimation there are about 200 5-6 sided plates on her hull.
So
6x200 = 1200
1200 x 2 = 2400
So the little cutesy detail like that add ~2400 polies to a ship that already has(Raa's version) something on the order of ~2000? for a total of ~4400 polies for the main hull and then another 600 apeice for the casemate turrets(1 on top and 1 on bottom) plus another 500-100 for the hull detail on the neck and 18 apiece for the emplaced turrets(call me old-fashioned but I like the hexagonal style for emplaced turrets, it kind of makes the all the ships look like they get their armament from the same manufacturer, which with something like PBCs they probably do)
4 casemates = 2000 polies
17 emplaced = 306 polies
neck details = ~800 polies
plating = ~1200 polies
basic geometry = ~2000 polies
total = 6303 polies more or less
completely useless for realtime(right now, but in a few years? unrealengine3 anyone?) but perfect for rendering medium resolution cinematics. For something hi-res like film work or tv you'd probably need to double that at least.
6300 is a piddly amount of polies, BTW.
Posted: Sat Oct 16, 2004 7:58 pm
by Taristin
The main hull is ~5,000 as it is. Triangulated. (Though the mesh hasn't been)
Posted: Sat Oct 16, 2004 7:59 pm
by aldo
Raa wrote:Yes, but it seems that whenever I use booleans, a seperate chunk of the ship on the other side goes missing. That's easily fixed by mirroring the ship, but I don't know what other instabilities it may add.
Just slice, -ve extrude and weld.
Posted: Sat Oct 16, 2004 9:01 pm
by CIH
aldo wrote:You can use the unwrapper to fix the lineups of tiled maps, BTW
you can ?
Posted: Sat Oct 16, 2004 9:03 pm
by Taristin
Yes, moving the vertexes back to their original locations, and such... doesn't help of the mesh is messily UVed to begin with, though.