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#21 Cristori

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Posted 19 July 2010 - 09:54 AM

hmm 1000? but 5800+ poly models have been ingame already (1000polys is kinda hard to do for gundams) btw stargazer, i have pmed you the links for the models already

Edited by Cristori, 19 July 2010 - 09:55 AM.


#22 Stargazer

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Posted 19 July 2010 - 12:52 PM

hmm 1000? but 5800+ poly models have been ingame already (1000polys is kinda hard to do for gundams) btw stargazer, i have pmed you the links for the models already


It's not so much about getting them in game as it is about making sure the game engine doesn't buckle when we have numerous mobile suits on screen at once.

and it's not that hard to get them at around 1000, my duel dagger model was about 1200 before I lost it.

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Even if we can't use your current models, you're getting alot of experience and creating good models for using 3dsmax for a short time.

Edited by Stargazer, 19 July 2010 - 12:53 PM.


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#23 Cristori

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Posted 19 July 2010 - 01:49 PM

Awhh thats sad T_T oh well at least homeworld 2's engine might be able to handle them ^^ Oh i forgot to tell you guys theres another seed mod out there for homeworld 2, it may be an old game but it has a better engine Oo Anyways, what about the hero units? theres only going to be one of each in game so, they are less likely to crash the game. Btw does any1 want me to run a stresstest for the game engine? ill try to mass produce the higher poly units until it hits the limit cap (skirmish). That way we can find out just how much the game engine can take.

Edited by Cristori, 19 July 2010 - 02:56 PM.


#24 Tenneko

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Posted 19 July 2010 - 04:18 PM

Okay, in that case, here is the new low poly (66) Strike Dagger Head

low_poly_Strike_head_1.jpg

low_poly_Strike_head_2.jpg

I don't like it. I couldn't even make a round top for it without sending the poly count over 100. It barely even looks like strikes head now. Maybe when I finish the rest of the low poly version, I'll have room to improve it.

Its nice to know the limit now though.

Edited by Tenneko, 19 July 2010 - 04:23 PM.

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#25 Deecon

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Posted 19 July 2010 - 04:44 PM

Hey Tenneko, creating low poly models and making them look good is definitely a different skill than high poly modeling. However I notice some things that are creating higher poly counts in your models. Just by looking at your low poly strike dagger head I can tell that you are using multiple objects to create just the head. This is an inefficient use of poly's because the ones you cant see are wasted. The head should be make up of only one object with all the poly's connected.

So for example, the main camera on the top of the daggers head. You created a box in the shape of the camera and simply placed it into the head. So by doing this it looks like your wasting about 6 polygons just on that portion. These could be used to better shape the head.

Also note that spending 100 or slightly more on an odd shape like the head isn't necessarily bad because the odds are the rest of the body is much more simple shapes. So they will likely take less.

It definitely takes some practice and you will only get better as time goes on. So don't expect your first try to be perfect. You are off to a very good start.

#26 Tenneko

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Posted 20 July 2010 - 03:33 AM

I know and I tried deleting covered polys where I saw, in fact my full strike model had been over 5900 so i did reduce it some.

Anyway, I got inspired and attempted the Sky Grasper

Low_poly_Sky_grasper.jpg

Its poly count is 975

If you guys like it cool.

Edited by Tenneko, 20 July 2010 - 03:39 AM.

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#27 Galeon9

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Posted 29 July 2010 - 11:33 AM

Those look really good Tenneko, keep it up.

On another note I guess the mod is starting up again, we got two modellers so far(Cristori and Tenneko), and Stargazer I read on another post that they had inspired you to start modelling aswell so that makes three(Personally, I think it would be more productive if Stargazrer focused more on texturing and if theres nothing to texture he can work on his own mobile suits on the side). Plus we have a whole bunch of other people who are supporting the mod so thats good news.

Stargazer, I was hoping you would give us a list of all mobile suits/armor that we have (if any) and then based on the tech tree someone made a while ago, we can see which units we need to make next and we can go from there. But so far its great to see the mod slowly start coming alive again. Excellent work everyone.

#28 Tenneko

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Posted 30 July 2010 - 09:06 PM

From what I've heard from Stargazer, the only models currently finished are the basic Mobius, Agamemnon, Drake, Nelson, a Strike Dagger I'm trying to improve, Mobius Zero, Cgue, Command Guaiz, Ginn, a ground Ginn which needs work, GinnR, Guaiz, HM Ginn, Laurasia, and the Nazca.

I do not know what models Cristori has finished, some ship models and maybe others, but all the above models are in the beta and some need some more work such as the strike dagger.

Oh, and all above models are for space except for the ground Ginn.

Edited by Tenneko, 30 July 2010 - 09:09 PM.

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#29 Tenneko

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Posted 01 August 2010 - 01:02 AM

Well, here it is, a low poly Aile pack

Low_poly_Aile_pack.jpg

156 polys

Changed the Sky grasper 554 polys now

Low_poly_Sky_grasper.jpg

And of course the current Aile Grasper with 708 poly

Low_poly_Aile_Grasper.jpg

It still needs its shield and rifle.

Current shield ready!

Aile_Shield.jpg

it kinda sucks.

Now with shield 831 poly

Low_poly_Aile_Gasper_with_Shield.jpg

And finally at 10:21 pm the current rifle can be seen 93 poly

Aile_Rifle.jpg

and current low poly Aile grasper 924 poly

Low_poly_Aile_Gasper_with_Shield_and_rifle.jpg

this is what it should look like

fx_550_aqme_x01.jpg

Edited by Tenneko, 01 August 2010 - 02:33 AM.

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#30 Admiral Jamoking

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Posted 01 August 2010 - 04:10 AM

Looking good! :crazed:
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#31 Tenneko

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Posted 01 August 2010 - 03:35 PM

Okay, i decided to see how the Aile pack would look on a mecha so equipped it to my high poly Strike Dagger.

I know the SD doesn't have that ability, but I had no others to test it on. I think it came out well

Strike_Dagger_with_Aile_pack.jpg
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#32 X

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Posted 01 August 2010 - 04:49 PM

on the shield its good you just need to work on smooth groups and improve the texture on the skin in it will pop

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Edited by drunken_moder, 01 August 2010 - 04:49 PM.

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#33 Tenneko

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Posted 01 August 2010 - 08:15 PM

Actually, none of my models have textures. I have been using the material editor in 3ds max to make the colors. This is a problem because exporting the models as .alo leaves them as green masses.

I have no idea how to texture, so if Stargazer or some one else wants to give it a try, I would be willing to send them the models.
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#34 Tenneko

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Posted 01 August 2010 - 11:10 PM

Well, small update with low poly Strike Dagger

325 poly

Low_poly_strike_Dagger_with_legs.jpg

I didn't attach the head because I plan to change it.
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#35 Crusader

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Posted 02 August 2010 - 04:11 AM

Hey guys, quick update but I found us a modeler/rigger while I was at Otakon this past weekend, told him about our mod and he seemed interested, should hear from him in afew days hopefully
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#36 Tenneko

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Posted 03 August 2010 - 07:47 PM

Another low poly strike dagger update

792 polys

sd_lp_with_arms.jpg
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#37 Tenneko

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Posted 04 August 2010 - 04:04 PM

Muh ha ha ha...

Strike Dagger is DONE!

At 1024 polys and untextured

Strike_Dagger.jpg

If Stargazer likes, I'm hoping He will texture it for me cause I don't have the slightest idea how to.

The rifle needs some work but I'm happy as to how the shield came out.
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#38 Crusader

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Posted 04 August 2010 - 06:06 PM

Damn, looks nice.
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#39 Deecon

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Posted 04 August 2010 - 07:50 PM

Hey Tenneko, can you send me that strike dagger file. I want to check it out in max. Ill pm you my email.

#40 KiraYamatoFreedom

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Posted 04 August 2010 - 11:24 PM

Wow all these models look nice, its nice to see this mod is coming back alive again.
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