Page 7 of 15

Posted: Sat Oct 16, 2004 9:04 pm
by CIH
no better than TS uv options then ?

Posted: Sat Oct 16, 2004 9:05 pm
by Taristin
Actually, it's easier to use, but it's essentially very similar. Max gives a few more options.

Posted: Sat Oct 16, 2004 9:44 pm
by Black Wolf
I dunno why, but slice messes up when I use it - I always end up with about six or seven polies on the sliced edge when I extrude it inwards - tis weird.

Posted: Sat Oct 16, 2004 10:45 pm
by Holy imperial Gloriano
Holy cow nice really nice

Posted: Sun Oct 17, 2004 2:00 am
by Hippo
Yeah, Grim's looks a lot better now too...

Posted: Sun Oct 17, 2004 3:16 am
by Grimloq
sadly i wont be able to use tmy hecate :( or that sobek :( my computer is a real wimp. i got like, 256MB RAM, and nothing else. i need more...

BTW, ~6000 polys is hardly anything for a high-detail cutscene, and laughingly low for a 'movie'. for a really good cutscene, try on the order of 12000, IMO. the filesize is mainly affected by the length of hte movie and the attachments and the resolution, more than wahts in it.

Posted: Sun Oct 17, 2004 4:32 am
by liberator
liberator wrote: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.
Give me some credit, I may not have much in the way of 1337 skillz, but I know operative parameters for stuff. :geez:

Posted: Sun Oct 17, 2004 2:31 pm
by aldo
Black Wolf wrote:I dunno why, but slice messes up when I use it - I always end up with about six or seven polies on the sliced edge when I extrude it inwards - tis weird.
Just weld back together to remove unnecessary polys.

NB: tv / movie quality cgi modes use hundreds of thousands to millions of polys per model. Scenes in full on cgi like Finding Nemo contain several hundred million polygons. The last scene I rendered - and it was still a very simple animation, 30 second pan and zoom with video post - had around 150,000 polygons (thanks largely to a greebled object, in all honesty).

Posted: Sun Oct 17, 2004 7:28 pm
by Taristin
Image

Posted: Sun Oct 17, 2004 8:16 pm
by Black Wolf
Nicely... though it does highlight an issue with the Sobek...

Does anyone else think that red gassy texture was just some V Artist on a Monday Morning/Friday afternoon going "Meh!"? I mean, look at it. It doesn't even look like a hull covering. It doesn't look like anything. I mean, you can say it's all about making the Sobek look alien or something, but that's just illogical in my opinion.

Not much you can really do about it without breaking canon though I guess... Praps Lightspeed'll make an attempt when he redoes these texs though.

Posted: Sun Oct 17, 2004 8:50 pm
by Taristin
p'raps I'll UV it, and get Lighty to make a new texture for it. :p

Posted: Sun Oct 17, 2004 9:15 pm
by Grimloq
hmm... ive always liked the red...

Posted: Sun Oct 17, 2004 10:37 pm
by Moonsword
Looks like a pretty nice contrast to me. Chalk it up to Vasudan design differences and run with it.

Posted: Sun Oct 17, 2004 10:58 pm
by Taristin
I've already fixed the UVing on the front and on seeveral other parts. It's just minor tweaks and optimization and then returretting and poffing and this ship'll be released for all of you to find flaws with :nod:

Posted: Sun Oct 17, 2004 11:04 pm
by CIH
are you bothering to redo lods 'n' debris ?