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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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.
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Thu Feb 16, 2012 12:07 pm |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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Re: Harbinger
Turn it sideways, make it simetrical, add glow bars and *poof!* you've got a t21 pax ship.
_________________
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Thu Feb 16, 2012 3:45 pm |
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thecrazygamemaster
Team:
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
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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.
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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.
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Thu Feb 16, 2012 4:09 pm |
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Camsy
Team:
Main: PM Me If You Suck
Level: 1996 Class:
Gunner
Joined: Fri Nov 28, 2008 6:03 pm Location: Sydney, Australia
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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...
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Thu Feb 16, 2012 4:11 pm |
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syberian
Member
Team:
Main: Savak
Level: 20 Class:
None
Joined: Sat Jul 31, 2010 4:58 am
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Re: Harbinger
It shouldnt be hard to optimize teh mesh to 2-3k polys.
_________________ Original Sybir /GodSteel My custom shader
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Thu Feb 16, 2012 4:12 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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.
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Thu Feb 16, 2012 4:24 pm |
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thecrazygamemaster
Team:
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
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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.
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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.
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Thu Feb 16, 2012 4:40 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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.
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Thu Feb 16, 2012 4:46 pm |
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bageese
Support/PR Administrator
Team:
Main: Ananke
Level: 0 Class:
None
Joined: Sat Mar 14, 2009 11:34 pm Location: Boulder, CO
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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.
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Fri Feb 17, 2012 1:14 pm |
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Blue Dwarf
Content Dev
Team:
Main: Blue Dwarf
Level: 61 Class:
None
Joined: Fri Apr 29, 2011 5:39 pm
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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
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Fri Feb 17, 2012 1:22 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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.
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Fri Feb 17, 2012 1:42 pm |
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bageese
Support/PR Administrator
Team:
Main: Ananke
Level: 0 Class:
None
Joined: Sat Mar 14, 2009 11:34 pm Location: Boulder, CO
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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.
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Fri Feb 17, 2012 2:20 pm |
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Griffin
Team:
Main: Stabberz
Level: 2153 Class:
Gunner
Joined: Sat Mar 03, 2007 10:55 am
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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.
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Fri Feb 17, 2012 3:02 pm |
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thecrazygamemaster
Team:
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
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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
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.
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Fri Feb 17, 2012 7:19 pm |
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biggee531
Team:
Main: Biggee
Level: 2163 Class:
Engineer
Joined: Sun Mar 26, 2006 8:29 am Location: Around
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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.
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Fri Feb 17, 2012 9:41 pm |
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