Cyb -- your models?

Cyb, Brad-- your models?

Can we use them for WCU? PLEEASE? (Word of warning though, I might have to lower the poly count a little) Especially the ejects and Kat base would be awesome to have. Not to mention the drayman. (This whole drayman thing is getting worse than FIRRIB RIRFIB i swear :p )



Brad: I got your Kamekh. It rocks. I'm trying to get the turrets just right. I'm also taking a little break because I'll probably be at church most of the day tomorrow.
 
i'd advise against doing any tampering to poly counts. in fact, i'd advise against doing any tampering to the models at all. I've gone to great lengths to get the best result with the fewest number of polys possible. the models i've done meet modern graphical standards, and will have no problem getting along with any comp capable of running Freelancer or the like. You'll get the models when they're done, and not before from me though. I don't release half finished work.

p.s.

i haven't done a kamekh yet, i started it, but haven't finished it. You've got John Cordrell, he did a pretty killer job on it :)
 
eep O_O ya, wrong email addy... just the turrets look a lil weird, so I'm working around that first (if doing turrets, PLEASE do one model for the turret body and one for the gun barrels)
 
opps sorry forgot to pay for my internet and lost connection for almost two days. BUT! according to the name of the post and the stuff that is going on and to prove myself and Brad that i'm ass kicking modeler i've decided to model for those two days non stop. Model, texture and do the intro movie. Do not want to sound too selfish, but if you follow this link -> http://wcu.solsector.net/cyberion/renders
you will see the results of the work i've been doing and will scream from the possible orgasm (i hope ;)).

Thos models are the first in this huge model list I and Brad (possibly someone else will join) have to model for WCU. Those models are example of the results we expect from every modeler and every model. The goal is to create awesome looking models for WCU and all community in general, so other people could use it in their mods, thus stimulating the possible fan-project boom.


So spirit, do not rush and use the model i have on my website. they are crappy (well they are not, but they were like more a training to model wc ships). Now that i have more XP in wc ship modeling and also plenty of historical and design background i can start doing the model you saw. ohh and here few screenies for you ;)

shaded_wireframe.jpg


shuttle04-1.jpg
 
well, well, i see someones adapted my method for using textures to get the details, VERY nice. Hands down this is the single best thing you've done, the rapier is a bit scary yet, but this is very, very excellent work :)

edit: also, gotta ask, whats the damage (tri count). Looking at the cuts you made for the engines, and at the wireframe of the front, i'm getting the impression that's not the best model for game use.
 
Awesome!!!!

About tri count -- WCU on average will have around more ships than Priv Remake, especially during capship battles because escort fighters will dance. So please go easy on details especially if it's unlikely that too many people will see them ^^; for example, engine exhausts are almost always going to be covered by the exhaust flame, so people won't see them -- save effort where you can :)
 
well Brad, i though about everything. Its not oly a good looking model but a Tri poly wise one ;)


MAX Poly count is - 6568

why max? simple model has LOD levels ;) 2 LOD levels.

LOD1 is 6568
LOD2 is 3344

LOD2 is lacking tubes and some small detailes. Now tell me that you love me, tell me ;)
 
whee! That works great!!! :) What I've been doing graphics wise is spawn 10 ships of a given type and see how they fly/fight, if they slow my machine down, down the poly count a bit in Deep Exploration. Which is why the Dorkathi tanks look a bit angle-y if you fly close.
 
the thing is that you won't see 10 Dorcathi at once ;) max 3 (too much) robably only 2 of them at a time. So here is not a big deal.



Having 1 Dorkathi at 6k is much better than have 2 of Banshees at 6k ;) cause that will make them 12k ;) so do not care much about capital ships. They are always a little bit more at poly counts than fighter. Cause you do not see too many of them in one time. that's the case ;)
 
Excellent work Cyberion :)

spiritplumber said:
A little, when they move. I may have to split the model in two (turret body and gun barrels), is that OK with you?
Are we talking about the turrets with the 3 mounting cylinders or the front "nose" turrets? Please explain what is looking weird while they are in move and we'll find a solution ;)
 
Cyberion said:
the thing is that you won't see 10 Dorcathi at once ;) max 3 (too much) robably only 2 of them at a time. So here is not a big deal.



Having 1 Dorkathi at 6k is much better than have 2 of Banshees at 6k ;) cause that will make them 12k ;) so do not care much about capital ships. They are always a little bit more at poly counts than fighter. Cause you do not see too many of them in one time. that's the case ;)

Good point, but I'd like to keep a safety margin... WC3-WC4 era ships are not an issue in this respect because they were designed to be rendered well, in realtime, on machines that today we would call absolutely slow. It shows a LOT in how pre-wc3 capships had a lot more rounded lines than post....

then again, physical shape in space doesn't make much difference, especially for capships I would think since they don't really "do" atmosphere anyway. It's fairly obvious that something like a Galaxy or a Banshee can only enter atmosphere assisted, while something like a Hellcat can probably do actual atmo flight missions....
 
haahah Spirit, ahhaha funny. Well i'l ltelly ou what. Do not worry about the models and their poly counts, leave it to us, we will do the best you can get ;) just concentrate on the core programming and balancing. Do not worry about the models and their design.
 
Cyberion: in that model, why do you use polys to create the grids either side of the cockpit when surely it could be done just as effectively with a texture? Something like a fine grid would only need the depth gained from polys if you were inspecting it from a few feet away.
 
that way you can model a cockpit inside later ;) + it adds realism at movie renderings and if you deside to go for collision with the shuttle, you will see the bumbness on the cockpit + 87 additional polis won't make my life harder ;)
 
Perhaps you should have a 'extra high detail' LOD that you use for the movie views and then a starting 'in-game high detail' LOD that omits details like that which basically will never really add to the in-game rendering of the model.

Thing is, if you did that, I guess you'd be expected to do it for every model, which could be hard work!

Oh well, just a thought. :D
 
not at all. at this case making cockpit bumbness and lines is pretty easy for me. And i think for every amatuer artist. So do nto worrry about that ;) All cockpits will have it.
 
trust me from alot of experience, poly indented cockpits look much better than fake texture ones. :cool: Good work all around cy.
 
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