It is currently Thu Mar 28, 2024 7:40 am



Post new topic Reply to topic  [ 54 posts ]  Go to page Previous  1, 2, 3, 4  Next
Author Message
User avatar
 

Team: Strawberry Pancakes
Main: Biggee
Level: 2163
Class: Engineer

Joined: Sun Mar 26, 2006 8:29 am
Location: Around
Post Re: Harbinger
Poly count is way too high, not to mention how tall it is on the Z-axis. While the model looks decent, it doesn't really fit with SS's theme.

_________________
Sodomy wrote:
I will kill what I created.

anilv wrote:
Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.

Bonecrusher wrote:
I'm a professional whiner.


Thu Feb 16, 2012 12:07 pm
Profile E-mail YIM
User avatar
 

Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Harbinger
Turn it sideways, make it simetrical, add glow bars and *poof!* you've got a t21 pax ship. :mrgreen:

_________________
Image

Image

Image


Thu Feb 16, 2012 3:45 pm
Profile
User avatar
 

Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Harbinger
The whole POINT is for it to break the Z-Axis constraints of other ships. Also, in my program it's about 9k polys until I change it to a mesh, which makes it 27k. Not sure if the SS engine can handle non-meshes, but if it can, then I can export a poly version and this could easily be a new uber. I also have a non-turbosmoothed blocky version.

_________________
JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Thu Feb 16, 2012 4:09 pm
Profile E-mail
User avatar
 

Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
Class: Gunner

Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Harbinger
Can you give me a top down shot of it? Alot of other people and I view ss in class top down shots and if its just a line then...

_________________
Image

Image

Image


Thu Feb 16, 2012 4:11 pm
Profile
Member
User avatar
 

Team: Evo
Main: Savak
Level: 20
Class: None

Joined: Sat Jul 31, 2010 4:58 am
Post Re: Harbinger
It shouldnt be hard to optimize teh mesh to 2-3k polys.

_________________
Original Sybir /GodSteel
My custom shader


Thu Feb 16, 2012 4:12 pm
Profile
User avatar
 

Team: Strawberry Pancakes
Main: Biggee
Level: 2163
Class: Engineer

Joined: Sun Mar 26, 2006 8:29 am
Location: Around
Post Re: Harbinger
thecrazygamemaster wrote:
The whole POINT is for it to break the Z-Axis constraints of other ships. Also, in my program it's about 9k polys until I change it to a mesh, which makes it 27k. Not sure if the SS engine can handle non-meshes, but if it can, then I can export a poly version and this could easily be a new uber. I also have a non-turbosmoothed blocky version.


It's because converting it to a mesh "triangulizes" all of the polys, which is how it needs to be. The only way you're going to bring the poly count down is by eliminating details or cleaning up the mesh to be more efficient.

_________________
Sodomy wrote:
I will kill what I created.

anilv wrote:
Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.

Bonecrusher wrote:
I'm a professional whiner.


Thu Feb 16, 2012 4:24 pm
Profile E-mail YIM
User avatar
 

Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Harbinger
I googled how to optimize and then optimized. I brought the poly count down by about 10k. It now is 17k polys.

@camsy: added to main post.

Also, pay no attention to the texture map. I cannot texture map for shit.

_________________
JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Thu Feb 16, 2012 4:40 pm
Profile E-mail
User avatar
 

Team: Strawberry Pancakes
Main: Biggee
Level: 2163
Class: Engineer

Joined: Sun Mar 26, 2006 8:29 am
Location: Around
Post Re: Harbinger
Clicking optimize isn't how you bring the poly count down :p

It can cause a lot of weird looking angles if your mesh isn't set up to use the optimize feature of maya or 3dsmax or blender even.

So, only about 12k more polys before you're in the top-most usable range.

_________________
Sodomy wrote:
I will kill what I created.

anilv wrote:
Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.

Bonecrusher wrote:
I'm a professional whiner.


Thu Feb 16, 2012 4:46 pm
Profile E-mail YIM
Support/PR Administrator
User avatar
 

Team: None
Main: Ananke
Level: 0
Class: None

Joined: Sat Mar 14, 2009 11:34 pm
Location: Boulder, CO
Post Re: Harbinger
A lot of those little details might work better as a texture. I fully get though the not being able to texture. >< I have so many cool ship models I'm making and every single one of them lacks a texture.

_________________
For support please submit a ticket to http://www.starsonata.com/support
Or you can send me a forum PM and I'll point you in the right direction.


Image Image


Fri Feb 17, 2012 1:14 pm
Profile E-mail WWW
Content Dev
User avatar
 

Team: Admins
Main: Blue Dwarf
Level: 61
Class: None

Joined: Fri Apr 29, 2011 5:39 pm
Post Re: Harbinger
Fine details can be done with bump and normal mapping. :3

_________________
"They've taken Mr. Rimmer. Sir, they've taken Mr. Rimmer!"
"Quick, lets get out of here before they bring him back!"

Support

Image


Fri Feb 17, 2012 1:22 pm
Profile
User avatar
 

Team: Strawberry Pancakes
Main: Biggee
Level: 2163
Class: Engineer

Joined: Sun Mar 26, 2006 8:29 am
Location: Around
Post Re: Harbinger
bageese wrote:
A lot of those little details might work better as a texture. I fully get though the not being able to texture. >< I have so many cool ship models I'm making and every single one of them lacks a texture.


I can texture decently well now; if you want to make topics for your ship models and host the .obj somewhere, I can try my hand at texturing your models.

_________________
Sodomy wrote:
I will kill what I created.

anilv wrote:
Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.

Bonecrusher wrote:
I'm a professional whiner.


Fri Feb 17, 2012 1:42 pm
Profile E-mail YIM
Support/PR Administrator
User avatar
 

Team: None
Main: Ananke
Level: 0
Class: None

Joined: Sat Mar 14, 2009 11:34 pm
Location: Boulder, CO
Post Re: Harbinger
I might have to take you up on that. I'm still building some models, but I'm hoping to get a ton done in the next month.

_________________
For support please submit a ticket to http://www.starsonata.com/support
Or you can send me a forum PM and I'll point you in the right direction.


Image Image


Fri Feb 17, 2012 2:20 pm
Profile E-mail WWW
User avatar
 

Team: Contingency
Main: Stabberz
Level: 2153
Class: Gunner

Joined: Sat Mar 03, 2007 10:55 am
Post Re: Harbinger
bageese wrote:
I might have to take you up on that. I'm still building some models, but I'm hoping to get a ton done in the next month.


Which reminds me, did AEM leave again?

_________________
Blue Dwarf wrote:
In space, no one can hear you cha cha cha.


Image


Fri Feb 17, 2012 3:02 pm
Profile
User avatar
 

Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Harbinger
bageese wrote:
I might have to take you up on that. I'm still building some models, but I'm hoping to get a ton done in the next month.

Can I join in on the fun? I promise not to make any more retardedly high poly count models :D

EDIT: Removed all the teeny tiny un-see-able anyways antennas, and brought the poly count even as a mesh down to 3.7k. Oddly, the poly and mesh forms appear to have IDENTICAL poly counts. Meshes must not like cones O.o

EDIT 2: Removed a bunch of ratnest polys and got 3.4k. That small enough for ya, biggee? ;)

_________________
JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Fri Feb 17, 2012 7:19 pm
Profile E-mail
User avatar
 

Team: Strawberry Pancakes
Main: Biggee
Level: 2163
Class: Engineer

Joined: Sun Mar 26, 2006 8:29 am
Location: Around
Post Re: Harbinger
Post a screenshot :p

I still feel as if it is way too tall on the Z-axis to fit in SS, but we'll see!

_________________
Sodomy wrote:
I will kill what I created.

anilv wrote:
Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.

Bonecrusher wrote:
I'm a professional whiner.


Fri Feb 17, 2012 9:41 pm
Profile E-mail YIM
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 54 posts ]  Go to page Previous  1, 2, 3, 4  Next


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
cron
Powered by phpBB © phpBB Group.