Codename:Timewar.

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Codename:Timewar.

Post by warlord »

me and a few friends of mine are working on a mod together based on a war from TV show Doctor who, it involves a war mentioned many times called the timewar, a war between the daleks and the timelords.
so far i have some of the timelord BSP done but im not going to show that just yet till its finished but i will show the gunstick ive done for the dalek.
[new

[update as of 23/07/07]
planet skaro sector 43.10 mapped, dalek army assembled and ready for war:
Image

model]Image
Image
bit more done ^_^
Image
Head done:
Image

finished dalek model:

Image
polies at 3931
another thing to come?
Image
Image
Last edited by warlord on Mon Jul 23, 2007 10:27 am, edited 8 times in total.
User avatar
[RR]RedRene





Posts: 482
Joined: Sat Feb 03, 2007 11:01 am
Location: England

Post by [RR]RedRene »

Finally someone get's around to doing this, though one problem, there would have to be different Timelord BSP's.
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

[RR]RedRene wrote:Finally someone get's around to doing this, though one problem, there would have to be different Timelord BSP's.
yeah i know.
ive got part of the inside BSP done got the basic layour set out.
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
User avatar
[RR]RedRene





Posts: 482
Joined: Sat Feb 03, 2007 11:01 am
Location: England

Post by [RR]RedRene »

Hm, will there be team's, like Red Dalek Blue Timelord, or is it SP BSP.
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

SP.
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
User avatar
SnaFuBAR





Posts: 2515
Joined: Sun Apr 04, 2004 11:21 pm

Post by SnaFuBAR »

extreme poly wastage. learn to conserve polies.
Image
Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

SnaFuBAR wrote:extreme poly wastage. learn to conserve polies.
i didnt think it was that high of a poly model.
somthing like 2000 polies at the moment and those are the most detailed parts of the model im doing.
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
User avatar
TomClancey





Posts: 2565
Joined: Sat Jan 28, 2006 6:49 am
Location: Ohio
Contact:

Post by TomClancey »

What's with the bad render compression?
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

TomClancey wrote:What's with the bad render compression?
i just saved it as default jpeg file.
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
User avatar
TomClancey





Posts: 2565
Joined: Sat Jan 28, 2006 6:49 am
Location: Ohio
Contact:

Post by TomClancey »

Save it as a png next time. Much higher quality.
Leiukemia




Wordewatician 500

Posts: 575
Joined: Mon Oct 23, 2006 2:59 pm

Post by Leiukemia »

png's fail. It's his renders that are making it look fuzzy like that. If you want I can pm you a better way to make renders warlord.

Anyways, yes it does appear that there are more polygons there then needed. Perhaps if you posted a wireframe it would be easier to help you out and show you how to improve. Because I'm sure you could get the same look with way less.
Image
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

Leiukemia wrote:png's fail. It's his renders that are making it look fuzzy like that. If you want I can pm you a better way to make renders warlord.

Anyways, yes it does appear that there are more polygons there then needed. Perhaps if you posted a wireframe it would be easier to help you out and show you how to improve. Because I'm sure you could get the same look with way less.
heres the wireframe you asked for:
Image
thats a wireframe of:
Image

and a wireframe of the whole thing.
Image
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
User avatar
TomClancey





Posts: 2565
Joined: Sat Jan 28, 2006 6:49 am
Location: Ohio
Contact:

Post by TomClancey »

Extrude/Bevel crazy? The sphere on the end looks like it's 500+ pollies. You really need to learn/do polly optimization.
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

TomClancey wrote:Extrude/Bevel crazy? The sphere on the end looks like it's 500+ pollies. You really need to learn/do polly optimization.
already have and its not that high in polygons....
Image
little peek at whats to come.
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
User avatar
[RR]RedRene





Posts: 482
Joined: Sat Feb 03, 2007 11:01 am
Location: England

Post by [RR]RedRene »

Look's nice on the corridor design, keep us updated.
User avatar
SnaFuBAR





Posts: 2515
Joined: Sun Apr 04, 2004 11:21 pm

Post by SnaFuBAR »

too high poly. also, you need to count triangles because that's what the game renders, not polygons. generally you can expect your triangle count to be roughly 2x your polygon count.

so in that scene i'm guessing you'll have about 40k triangles, which is not acceptable by any measure. really, you need to rethink your modeling techniques.
Image
Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

SnaFuBAR wrote:too high poly. also, you need to count triangles because that's what the game renders, not polygons. generally you can expect your triangle count to be roughly 2x your polygon count.

so in that scene i'm guessing you'll have about 40k triangles, which is not acceptable by any measure. really, you need to rethink your modeling techniques.
could you give me a few suggestions as the type of level im going for i dont think plane modeling would work.
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
User avatar
SnaFuBAR





Posts: 2515
Joined: Sun Apr 04, 2004 11:21 pm

Post by SnaFuBAR »

i'm not talking about the level, i'm talking about the daleks.
Image
Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
User avatar
Cryticfarm





Posts: 3611
Joined: Sat Dec 09, 2006 7:23 pm
Location: canada
Contact:

Post by Cryticfarm »

Is leikemia joking? Png's have like 16.7 trillion colors.
warlord





Posts: 1242
Joined: Thu Jun 16, 2005 9:07 am
Location: britain/ england/ lincolnshire

Post by warlord »

SnaFuBAR wrote:i'm not talking about the level, i'm talking about the daleks.
ok could you give me some advice on modeling the daleks better?
Image
SHOUTrvb wrote:I'm in love with Tural, but I keep having all these negative discussions with him.
A tribute to Veegie by Atty
Post Reply