tZork's turrets

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Rad Ished » Sun Sep 23, 2007 9:37 am

Hey Doc Python niiiice, what app you using?
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Postby Doc-Pyton » Sun Sep 23, 2007 9:40 am

just everythin that fits to what i want to make ... for textures most of times pp9 and MS paint ... for models maya and like i said ... just everythin that fits ...
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Postby Rad Ished » Sun Sep 23, 2007 1:51 pm

Aw shucks, don't you hate when you close the blender window without saving then find out that autosave don't work, hey ho . SEcond incarnation of this one then
Image
Image
Going to put a whip antenna on it too.
How many do you need tzork, one for each weapon? Guess this could be a machine gun or like, possibly hagar.
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Postby impulse9 » Sun Sep 23, 2007 2:23 pm

Wow Doc-Pyton that thing looks like it could walk :). Nice work.
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Postby Doc-Pyton » Sun Sep 23, 2007 5:19 pm

Rad Ished some tipps for u when modeling ... :

Fist thing is ... whem i look on ur works here ... i see that u used many polys to get detail on that things ... U should give that things the detail over textures ... ur models looks like thousands of triangles ...

Take this ammochain or what ever it is for example ... It is buildet out of about 19 boxes ... every of this boxes is made out of at least 12 triangles ... that are 228 triangles only for that chain ... on my turret that ammochain is made out of about ... 52 triangles ...
if i reduce the polycount it will look nealry the same with much fewer triangles ...

The trick on modeling is to get much detail as possible with less triangles as possible for a good performance ...

By the way ... that things u made looks really difficult to make textures for ...
When i look at this it looks like the most geometrical detail is in that chain ...

i think u should ever start with making the body with less possible triangles and then put a bit detail on it ... and u have to keep ever in mind of what details u can make with textures ... think on bumpmap and normal map ... much details can be done with that ...

Some good example for wasting geometrical detail is the gunbarrel in the second work ... u used about 8 rings or somethin this direction ... U could have just used some cylinder object with about 8 - 12 faces or somethin like this ... and than make that rings with a bumpmap texture ...

I wish i could do more for u than these tipps ... but its difficult to expmain that work especially in english cause my english is very limmited ...

dont take that wrong ... but ur models looks like random puttet together polygonal onjects ... I startet with works like this too when i started to model before a few years ...
However ... just dont stop with modeling works ... keep working on it and it will get better and better ... no one's perfect when start with somethin ...
Just ever mind on ... every quadratic face u use is made out of a t least two triangles ... thats not really much ... but with every mesh u use this things will get more and more ... just try to ever keep an eye on how much quadratic faces ur models use ...

And try to have a look that ur objects are not stucking inside another object ... what u cant see shouldn be calculatet by the computer ... ur models looks like a lot faces inside other meshes ... thats wasted performance ... espacially if u use models with that polycount ...

Earm by the way ... do u know about whats a UV map ? ... and how to do such thing ? ... if not just search for it and try to learn how to do some ... it will be important for futur modelworks ...
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Postby ai » Sun Sep 23, 2007 6:26 pm

Actually, it doesn't look to have thousands of polygons. At top I'd say 1000, it's only the normal smoothing that might confuse you. If I had to guess the whole model, except that small boxed chain thingie, has around 400 polys (plus around 300 for the chain thing), though it's hard to determine that black thing where that chain thing is on.
But yeah Doc's right about that much of that model could be equal detailed with texture and bumps. That 'spiral' thing just before the gun is one such thing.

My guess would be 1000 polys. One limit should be to keep the poly count for one turret below 1000. I'm not making much turrets (in fact I stopped) as I do not have time as I explained before. Working on my own projects except for weekend where I usually just sleep, play or watch something.
But seeing that so many people already model on these things I am not needed anyway. Now if only these people would make player models :)

PS. I love Morphed turret design. It's delicious!

PPS. One tip to you Doc. I see that you use some of the same texture that to your own stuff (that spaceship for your map comes in mind). I'd rather see the turrets more to the gray metal direction like Morphed has done. I'm not sure that green thing really suits that turret model.
Also, smooth the edges of the chain guns to give it smoother feel. It looks off as it is now. If you take a look at Morphed design you'll see it, it looks so good I could eat it. :)
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Postby Doc-Pyton » Sun Sep 23, 2007 7:16 pm

Yepp ... i used the same kind of texture for that tureet that i used for my chaingun and that spaceship ...

But that this one here is green means nothin ... this kind of texture comes up in three color designs ... i have one in green like that whats seen here ... than i have one in desert colors ... and one in grey ... i will give this three kinds of the texture to who ever will take that model ... ( if its taken ) ... so whoever takes care of it can just change the texture by himself ... ... I think the choice of the texture is just some question of the terrain its placed in ...

that green design is for jungle and that kind ... ... the desert colors are for desert and this like that ... and that grey one is just for night and citymaps and thislike ...

And in that thread above i didn really talked about thousands ... i just said that ... but didn mean ... i dont know the right word in english ... in german it would be "übertreibung" ...
I just wanted to say that the model uses to much polygons instead of texture detail ...
This two thats showed dont have to much polys to get used in the game ... but to much poly's for that level of detail ...

By the way my turret isnt really better ... i think i used to much poly's for that level of detail it have ... I often have problems with the choose of what detail i should make with texture and what detail i should make with geometrics ... just look at that little quadratic box i used to connect that bullet pipe with the weaponbody ... i think i should have made this over texture and not with that box ... however i hope that turret i made is not to much poly's ... if its not used it doesnt really matter ... if its used it might be a problem and i should do a bit more work on it to reduce the polycount ...
However it looks like my modelstyle is something completly different from the standart nexuiz style and so im not sure if it really fits into the game but i hope that it just will ...
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Postby Doc-Pyton » Sun Sep 23, 2007 8:08 pm

btw. here's that thing in grey camo ... :

Image

Ure right its really a better looking in grey ... but i just like green camo ... ;) ...

Ah and i fixed the gunbarrels too ... ;) good thing that u mindet me on ... i just forgot to smooth it ...
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Postby Rad Ished » Sun Sep 23, 2007 8:53 pm

Hey you guys thanks for the feedback.
974 faces :) good guess.
I will keep poly mangling.
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Postby Doc-Pyton » Sun Sep 23, 2007 9:16 pm

Wow ... pretty good ai ... ;) very close ...
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