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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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what program are you uning general?
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06 Oct 2005, 13:13 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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3DS max 7
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07 Oct 2005, 00:42 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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07 Oct 2005, 17:15 |
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JamesBond
Cadet
Joined: 23 Sep 2005, 01:00 Posts: 52
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Looks real nice. Thumps up for actually helping out with some models. I like forward to using the ship if it makes it into the game.
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07 Oct 2005, 17:18 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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darn too many polys, i will revise it come moday and try tp keep it at like 1000
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07 Oct 2005, 17:48 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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So how many polies is it currently?
I doubt you'll beat Firballs record - over 100,000! 8O
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."  
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08 Oct 2005, 00:27 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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how do you check polys in 3ds max? What should mine by near? It shouldnt be alot currently, since it is just modified primitives.
_________________ Hello!
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10 Oct 2005, 00:57 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I know nothing of 3D programs, so I can't tell you.
I do know Jig has said to keep the number of polies to 1500 or less, although ships that won't be used often, (Eg. Oberths) have been given more headroom poly-wise, simply because we won't see much of them/we'll be using other ships more often.
Obviously, for the high-poly mods that will be released after the game is out, the limits won't be of any concern. 
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us."  
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10 Oct 2005, 13:44 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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to check the poly count in max use the shortcut key. 7
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10 Oct 2005, 14:48 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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thanks
its a minor ship, but i doubt ill reach 1500
_________________ Hello!
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11 Oct 2005, 03:35 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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ok here is another rework..... jig ive sent this to you so that you can check my poly count
its not as nice as the last one but well have to see how many polys it hits
oh and for the record the previous rendition was hitting a whoping 3100 poly's
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11 Oct 2005, 15:34 |
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TrekBoyChris
Captain
Joined: 17 Jun 2005, 01:00 Posts: 1657 Location: USS Victory - NCC 362447
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Where can i see fireball's 100,000 poly masterpiece? 
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11 Oct 2005, 16:36 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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ok here is were you are going wrong, it is now at 2366 polys, i have looked over the model and i see were all those extra polys are coming from. the nacells, you have either used a chamfered box, or chamfered the edges at least 3 or 4 times, i know you want them to look nice and round but use face extrude once, then scale it in, this will add a lot fewer polys then the wat you are doing it now.
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11 Oct 2005, 17:45 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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groawns, those things took me a while, i was hoping that they would be ok, oh well, ok jig ill redesign them too... might take 1 or 2 days though
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11 Oct 2005, 18:28 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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one question though, how many polies are on each nacelle now???
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11 Oct 2005, 18:29 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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with pylon 959
without 926
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11 Oct 2005, 18:49 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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that might even put my original model under your limit..... hmmm if i really cheappen the nacelles then we might be able to salvage the other ship
Last edited by zahadoom on 04 Jan 2006, 14:28, edited 1 time in total.
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11 Oct 2005, 19:20 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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Is the 1500 poly rule for all ships or will capital ships like your cardi Galor Class be give a bigger limit?
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11 Oct 2005, 20:47 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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the galor is only 1200 odd polys, the high poly one is for another game and for a texture map. no more than 1500 or 300 ship battles will crawl.
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11 Oct 2005, 21:06 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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Good news for all i got the latest ship to around 1100 poly's so now comes the texturing
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12 Oct 2005, 13:27 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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this is what ive got so far. the first image is what i used as a blueprint, and the second is the ship currently. This is my first 3d that isnt extraordinarily simple, so here it is.
Blueprint:
view 1
view 2
view 3
poly count currently at: 1422
ill add more detail and try to lower the count soon.
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13 Oct 2005, 02:39 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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looks odd but nice
Last edited by zahadoom on 07 Nov 2005, 21:44, edited 1 time in total.
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13 Oct 2005, 02:42 |
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skeeter
Klingon Honor Guard
Joined: 22 Apr 2005, 01:00 Posts: 1527 Location: UK
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That thing whatever ur making should be no more than 100 polys as i can't see how you managed to make it so high as in over 1000 polys.
But as its a learning curve as ur new it doesnt matter that much. Nice mesh btw Just need to learn more then know ways to shave polys off your models.
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13 Oct 2005, 03:04 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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huh?
yeah, i have no idea how i got the poly count that high either but its quite complex, though it dont look it.
im still figureing out the program. learned it without any tutorial, instruction, or any help at all.
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13 Oct 2005, 03:18 |
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zahadoom
Xenolinguistics Engineer
Joined: 21 Sep 2005, 01:00 Posts: 285 Location: Canada
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ugh as if you had a blue print to work off of
jk try to take it easy on the splines or rounded corners
its what burnt me
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13 Oct 2005, 03:39 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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still a beginner - got no instruction what so ever. its amost exactly like the blueprints, except without the details. ill see what i can still do.
gotta start somewhere - thanks for the feedback
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Last edited by Nemitor_Atimen on 14 Oct 2005, 03:07, edited 1 time in total.
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13 Oct 2005, 03:48 |
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jigalypuff
Jig of the Puff
Joined: 10 Sep 2004, 01:00 Posts: 1305 Location: I wish i knew
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what ship is it? and would you like some links to 3d modeling in max?
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13 Oct 2005, 22:42 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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it is a tholian crusier.
links would be wonderful, thanks.
_________________ Hello!
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14 Oct 2005, 00:58 |
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Smith
Crewman
Joined: 30 Sep 2005, 01:00 Posts: 27
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General_Nemitor wrote: it is a tholian crusier.
That would be my guess, but I've never seen that before. Where did you get that design from?
There were only two kinds ever seen I think...
Scroll down to Tholians
http://www.ex-astris-scientia.org/schematics/alphabeta_ships4.htm
http://img.photobucket.com/albums/v427/Tuzu/tholianwebspinner.jpg
The Tholians are one of my favorite races, so naturally I would be concerned about their vessels. Looks good though, I too am starting to work with modeling, and I know how difficult it can be. And I don't use manuals either.
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14 Oct 2005, 04:05 |
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Nemitor_Atimen
Captain
Joined: 24 Sep 2005, 01:00 Posts: 1387
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yeah, ill check my archives where I found it, I chose it because it was the easyist ship i could find, with the least amount of curves.
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14 Oct 2005, 04:26 |
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