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#1 hobbes-99

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Posted 26 February 2007 - 11:40 PM

just learning 3ds max and don't know how many polys I should use for a model?

I've done this thudd gun that I thought if I skinned could be used as a civilian building or whatever on Cals maps.

I can add more detail to the 3d but not sure how detailed they should be?

// sorry double post

// where do i look to see how many polys it is? I can't see it in the program... duh...

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Edited by hobbes-99, 26 February 2007 - 11:45 PM.


#2 Slye_Fox

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Posted 27 February 2007 - 06:26 AM

looks good.

tools tap -> polygon counter

#3 Calamity_Jones

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Posted 27 February 2007 - 09:32 AM

Looks good to me, I think it'll be fine if it's in the hundreds... Of course, I don't know shit about modelling :rolleyes:
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#4 hobbes-99

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Posted 27 February 2007 - 10:20 AM

Cheers, its 1392 polys. So I'll try to rework it and bring it down a bit


// 804 sound ok?

Edited by hobbes-99, 27 February 2007 - 10:29 AM.


#5 hobbes-99

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Posted 27 February 2007 - 12:38 PM

Ok finished thing, although I don't know if Boomer is modelling with CNC3 in mind because the ork stff looks higher poly?

This is 798 total, if it looks ok to use to you guys I'll give unwrapping it a go, and then skin it.

All in all though, don't judge it too harshly... its my first model.

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#6 Calamity_Jones

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Posted 27 February 2007 - 10:12 PM

hmm, it's good, I like it :)

The wheels are a bit funny for starts, I'd make them a solid wheel shape (a disc with a rim) rather than tapering inwards. This way the spokes can be textured in.

I'd say the barrels need to be slightly longer and thinner, and separated a bit so they don't look like they're joined.

I'd remove the recoil shocks underneath too, you'll never see them ingame.

Finally, the whole gun assembly needs to be higher up and the breech needs to be further behind the wheels. See here.

Hope that's constructive enough ;) Of course, I'm not a modeller, so I'd take my suggestions with a cubic meter of salt :lol:

Oh, don't worry 'bout pollies too much, chances are there'll be loads in strange places that can be removed, there always seems to be whenever I'm chatting to modellers...

Edited by Calamity_Jones, 27 February 2007 - 10:15 PM.

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#7 sam

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Posted 04 March 2007 - 01:21 AM

Heya hobbes, looking good, few quick tips, keep an eye on the smoothing groups (in the modify tab, when using the select face / polygon / element tools, scroll down the modify tab a bit and you'll see several numbered box's, each one groups the selected pollies into a smoothing group, so they look more rounded, and so join lines are less obvious, so play about with it until you're happy) obviously smoothing at 90 degrees is never going to look pretty, so use seperate smoothing groups for each face in that instance.
Another tip would be to create a rolling save file, so create a file in the max save directory called like 'thudd gun' or something and every so often set up like thudd gun_1.max, thudd gun_2.max etc, so if you've made too many changes for the undo command to work, you're not left up the creek!
oooh, while i remember, don't be afraid to try out all the tools, there's a lot of them, but only one way to learn, and thats to use them :p

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#8 Boomerang Python

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Posted 04 March 2007 - 06:55 PM

even i didnt understand that first bit of what you said sam..

anyways, if its for ow1 then it needs to be like 200ish but maximum 450ish, considering its size and that this is generals we're talking about.

Here's a hint for really low poly modeling tho, think boxes.

Looks good for being like the first model ever *imagines my crappy ork trukk*


EDIT: my guess is that the base of the whole thing, you know the thing that everything is attached to, is the thing thats swallowing polygons, just make a new square one with a few segments

Edited by Boomerang Python, 04 March 2007 - 06:59 PM.

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#9 hobbes-99

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Posted 05 March 2007 - 09:27 AM

cheers guys, yeah Sam i've got it, you mean rotating the edges yeah because you'll get hard edges with 90 degree angles. good advice.

Cheers for the poly counts boomer. Its currently around the 400 mark, but its based on the forgeworld thudd not the old one, so its nearly the size of a basilisk rather than the old thudd guns. I don't know if that means its allowed to go as high as 400 being a bigger model.

I'll have a few more plays with it and see where I get to, then I'll try to unwrap it. The tutorials I was following were pretty weak on the unwrapping front so I may need to find something from elsewhere.

Thanks though, its all constructive feedback.

Cheers
Jamie

Edited by hobbes-99, 05 March 2007 - 09:28 AM.


#10 Boomerang Python

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Posted 05 March 2007 - 07:03 PM

well put it this way:

OW1 Basilisk - 582 polygons
OW2 Basilisk - 1520 polygons

reckon 400 is acceptable for a piece of that size.

Edited by Boomerang Python, 05 March 2007 - 07:40 PM.

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#11 Marcjs

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Posted 06 March 2007 - 06:36 PM

when the Basilisk isnt enough ;)



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#12 Lord_Mordja

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Posted 06 March 2007 - 06:55 PM

Please say that'll be in the next release! ;)

#13 Calamity_Jones

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Posted 06 March 2007 - 07:10 PM

one of marcjs' little models, what he calls "low polly" ;)

Edited by Calamity_Jones, 06 March 2007 - 07:16 PM.

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#14 Boomerang Python

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Posted 06 March 2007 - 07:41 PM

If it had been in diablo it'd probably been called 'El Gigantomundo the Bad-ass mother cannon of destruction and doom of immediate danger'

Edited by Boomerang Python, 06 March 2007 - 07:44 PM.

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#15 Marcjs

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Posted 06 March 2007 - 07:55 PM

well i suppose Dora will have to do
800mm :p

"Man fears God.... God Fears Dora"

oh and its only 75 polys

hmm strange my zero button seems to be broken ;)

Edited by Marcjs, 07 March 2007 - 12:00 PM.

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#16 Boomerang Python

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Posted 08 March 2007 - 07:25 PM

you mean 75k then?
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#17 Calamity_Jones

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Posted 08 March 2007 - 08:13 PM

he simply didn't mention a prefix or suffix because one hasn't yet been defined which can handle the number of pollies his model has. Indeed, the resolution of his screen at max isn't big enough to fit the string of 0's on from the polly count!
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#18 Marcjs

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Posted 08 March 2007 - 09:29 PM

74342 polys then :rolleyes: and at 1920 by 1200 i would hate to see how many much polys a model would be that it goes beyond that size :O

not even finished though now the college Finals are starting i doubt ill be finishing it soon :(
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#19 Calamity_Jones

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Posted 09 March 2007 - 09:34 AM

That's a pretty high resolution ;)

I'm at 1024x768 ;)
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#20 Boomerang Python

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Posted 11 March 2007 - 10:38 AM

Woo, I win a cookie!

my res is 1280x1024
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Om var minut av nitti sen kan fyllas
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min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."




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