Modelling Challenge #2 - Land Vehicles

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Re: Model Battle #2 - Land Vehicles

Postby Duke Nukem on Sun Jan 24, 2010 1:18 pm

i guess those rails have a lot of polygons. pls try to start that vehicle again, using as less subdivisions as possible. its an awesome vehicle youre doing there, dont give up.
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Re: Model Battle #2 - Land Vehicles

Postby mat_de_b on Sun Jan 24, 2010 2:43 pm

Can't you bake it onto a low poly, cause for instance you're could use far less polys and same for your rails, the majority of the rest is normal planes, so the poly count really shouldnt need to be that high
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Re: Model Battle #2 - Land Vehicles

Postby coder0xff on Sun Jan 24, 2010 2:47 pm

Well, The rails are only hexagonal. I suppose I could cut it back to 4 faces instead of 6. I think the main problem is the wheels. I could make a texture for the treads and hubs, but it'll look terrible if you're anywhere near it, since each tread is about the size of your face, lol. Thoughts?
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Re: Model Battle #2 - Land Vehicles

Postby Duke Nukem on Sun Jan 24, 2010 4:44 pm

hm, less curved slicks? (dunno if "slick" is the right word) there MUST be a way to get this lowpoly, cause one the screens it doesnt look that highpoly...
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Re: Model Battle #2 - Land Vehicles

Postby coder0xff on Sun Jan 24, 2010 11:19 pm

Duke Nukem wrote:hm, less curved slicks? (dunno if "slick" is the right word) there MUST be a way to get this lowpoly, cause one the screens it doesnt look that highpoly...


I'll look over the parts and see if I can figure out exactly where all the polys are coming from.
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Re: Model Battle #2 - Land Vehicles

Postby Carbon14 on Mon Jan 25, 2010 4:40 am

viewport configuration -> statistics, tick triangle count and selection and you should be able to see more detailed info, but you probably already know that!. My suggestion for the tires if you want to cut them down is to make the treads floating geometry, and get rid of some of the rim edging. I would also NEVER use optimize on a game asset, it just ruins the model. I might see if I can do a quick paintover of the things I might look at to lower the polycount.



-edit-
Image
Very Similar suggestions to rawmeat overall, but anywho, did before I saw him post! Basically where possibly concentrate only on creating a good silhouette and and make use of floating geometry to avoid breaking up faces too much. Realistically in the Source engine you would probably do this with brushes for the most part I think though.

-double edit-
I would also suggest using splines plus loft and a ngon when creating rails, that way you can build all your rails an easily change the number of sides they have depending on how your poly count is going. Also, I highly recommend being as stingy with polies as possible right from the start and adding details later only if you have spare.
Last edited by Carbon14 on Mon Jan 25, 2010 5:59 am, edited 2 times in total.
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Re: Model Battle #2 - Land Vehicles

Postby RawMeat3000 on Mon Jan 25, 2010 5:33 am

Coder, focus more on what makes a good silhouette, and it's ok to stretch reality to save polygon counts. For example those tires are probably pretty polygon heavy and there are two on both sides in the back. Get rid of the inside one. No one will notice.

Actually, I'll just make a paint over of where you could save on polygons.

Image

And there's more I didn't mention, but nothing else major.
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Re: Model Battle #2 - Land Vehicles

Postby Duke Nukem on Mon Jan 25, 2010 3:55 pm

little update

Image
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Re: Model Battle #2 - Land Vehicles

Postby RawMeat3000 on Mon Jan 25, 2010 4:55 pm

Carbon14 wrote:Very Similar suggestions to rawmeat overall, but anywho, did before I saw him post!

Ditto! I completely did not see that there was a 3rd page to this thread. Oh well though.
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Re: Model Battle #2 - Land Vehicles

Postby Duke Nukem on Wed Jan 27, 2010 6:24 pm

everytime i want to stamp the uv mesh and i want it to become shown in the editor, XSI mod tool crashes. so, what to now? :/

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Re: Model Battle #2 - Land Vehicles

Postby coder0xff on Thu Jan 28, 2010 1:31 am

I hadn't even thought of making floating geometry for the tire treads (and at first I didn't even understand, but I thought about it and now I get it). That would bring it down a lot I'd imagine. And there's a lot of places it could be done, not just the tires. Most of the other stuff it pretty straight forward. Thanks for the tips. Now it's just a matter of finding the time and motivation to fix and finish it, lol.
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Re: Model Battle #2 - Land Vehicles

Postby Duke Nukem on Sat Jan 30, 2010 5:37 pm

Image

well, thats my first ever rendering...
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Re: Model Battle #2 - Land Vehicles

Postby Duke Nukem on Sat Jan 30, 2010 7:35 pm

Ok now, these are my finals:

Image

Image

Image

Click here to download the files:
http://www.file-upload.net/download-221 ... t.rar.html

thx @ raw for his support.
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Re: Model Battle #2 - Land Vehicles

Postby Phott on Sat Jan 30, 2010 7:46 pm

The textures do not do that model justice.
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Re: Model Battle #2 - Land Vehicles

Postby Armageddon on Sat Jan 30, 2010 8:41 pm

Yeah you should have done some metal textures at leased.
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