Very Impressing, are you working on a Thirty Years' War mod/map?Unlucky13 wrote:A flintlock musket, it's 2500 tris, so I could optimize it abit but I'm pretty happy with the result. Now for the texture.
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SWBF Series Model Showcase Thread 5th Edition
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Bob
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Re: SWBF Series Model Showcase Thread 5th Edition
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kinetosimpetus
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Re: SWBF Series Model Showcase Thread 5th Edition
It looks good, but it's actually a percussion lock.


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Re: SWBF Series Model Showcase Thread 5th Edition
No, but something around that timeframe.Bob wrote:Very Impressing, are you working on a Thirty Years' War mod/map?
Oh, ok. I just assumed it would be a flintlock.kinetosimpetus wrote:It looks good, but it's actually a percussion lock.
Forgot the wireframe.
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- minilogoguy18
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Re: SWBF Series Model Showcase Thread 5th Edition
Holy unnecessary poly usage batman!
The stock units don't even have that much geometric detail, <2k.
The stock units don't even have that much geometric detail, <2k.
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Marth8880
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Re: SWBF Series Model Showcase Thread 5th Edition
The stock units are from 2004; of course they aren't very high-poly; this is eight years from then. And also, almost every weapon in my mod so far has a triangle count of >2,000.
Collector Assault Rifle: 2,352 tris
Collector Particle Beam: 3,934 tris
M-76 Revenant Machine Gun: 2,079 tris
M-97 Viper Sniper Rifle: 2,921 tris
ML-77 Missile Launcher: 2,805 tris
Geth Pulse Rifle: 1,199 tris
M-3 Predator Heavy Pistol: 831 tris
M-8 Avenger Assault Rifle: 3,720 tris
M-9 Tempest Submachine Gun: 1,465 tris
M-23 Katana Shotgun: 1,861 tris
M-100 Grenade Launcher: 2,880 tris
When playing my era on Coruscant on my crappy Dell Inspiron 1501 laptop from early 2005 with no dedicated graphics card and medium overall graphics settings, my frame rate is the exact same as it is when playing the stock Clone Wars era: ~14 frames per second.
Also, please note that there are TONS of units on the field at once who use the Collector Assault Rifle, Collector Particle Beam, ML-77, M-8, or/as well as the M-100, especially in the N7 versus Collectors variation. Not to mention that the N7 Soldiers all use the same >5,000 triangle N7 armor, and there a A LOT of those units all on the field at once as well.
Collector Assault Rifle: 2,352 tris
Collector Particle Beam: 3,934 tris
M-76 Revenant Machine Gun: 2,079 tris
M-97 Viper Sniper Rifle: 2,921 tris
ML-77 Missile Launcher: 2,805 tris
Geth Pulse Rifle: 1,199 tris
M-3 Predator Heavy Pistol: 831 tris
M-8 Avenger Assault Rifle: 3,720 tris
M-9 Tempest Submachine Gun: 1,465 tris
M-23 Katana Shotgun: 1,861 tris
M-100 Grenade Launcher: 2,880 tris
When playing my era on Coruscant on my crappy Dell Inspiron 1501 laptop from early 2005 with no dedicated graphics card and medium overall graphics settings, my frame rate is the exact same as it is when playing the stock Clone Wars era: ~14 frames per second.
Also, please note that there are TONS of units on the field at once who use the Collector Assault Rifle, Collector Particle Beam, ML-77, M-8, or/as well as the M-100, especially in the N7 versus Collectors variation. Not to mention that the N7 Soldiers all use the same >5,000 triangle N7 armor, and there a A LOT of those units all on the field at once as well.
Last edited by Marth8880 on Wed Apr 11, 2012 8:29 pm, edited 1 time in total.
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CressAlbane
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Re: SWBF Series Model Showcase Thread 5th Edition
I don't think it's about performance.
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Re: SWBF Series Model Showcase Thread 5th Edition
In response to me or minilogoguy? Because if the former, what else could it possibly be about?CressAlbane wrote:I don't think it's about performance.
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Re: SWBF Series Model Showcase Thread 5th Edition
Good modeling practice?
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Re: SWBF Series Model Showcase Thread 5th Edition
@Labj: That's amazing.
@Unlucky13: Nice gun. I'm sure that you will be able to find a few spots where you can take out polygons without changing the overall look.
@minilogoguy18: That's partially true, but what about all of these?
They are all above 2k, and General Grievous is over 3k. 
@Unlucky13: Nice gun. I'm sure that you will be able to find a few spots where you can take out polygons without changing the overall look.
@minilogoguy18: That's partially true, but what about all of these?
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Re: SWBF Series Model Showcase Thread 5th Edition
Started to texture it and knocked off 500 tris without too much difference. The wood texture needs to be a lot darker.
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Marth8880
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Re: SWBF Series Model Showcase Thread 5th Edition
Try changing the view type to "Textured" to see a better, shaded version. Alternatively, you could render a quick pass of the model: press Q and "draw" a render region around the entire model and wait for your model to render. To change the anti-aliasing level, press the little upside-down triangle button at the upper-left section of the render region, choose "Options..." and change the minimum and maximum anti-aliasing levels to your desired amount; I'd recommend 0 and 1 or 1 for both since much 2 or 3 takes a much longer amount of time to render.
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Re: SWBF Series Model Showcase Thread 5th Edition
That's useful only if you're trying to show off devoid of context. The textured decal render is what's most appropriate for Battlefront, given the way it renders art. If his concern is that the texture's not dark enough, telling him to hide it behind a shaded render won't change the fact that his texture will look like the decal version when he uses it ingame.Marth8880 wrote:Try changing the view type to "Textured" to see a better, shaded version. Alternatively, you could render a quick pass of the model: press Q and "draw" a render region around the entire model and wait for your model to render. To change the anti-aliasing level, press the little upside-down triangle button at the upper-left section of the render region, choose "Options..." and change the minimum and maximum anti-aliasing levels to your desired amount; I'd recommend 0 and 1 or 1 for both since much 2 or 3 takes a much longer amount of time to render.
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THEWULFMAN
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Re: SWBF Series Model Showcase Thread 5th Edition
Maveritchell wrote:That's useful only if you're trying to show off devoid of context. The textured decal render is what's most appropriate for Battlefront, given the way it renders art. If his concern is that the texture's not dark enough, telling him to hide it behind a shaded render won't change the fact that his texture will look like the decal version when he uses it ingame.
I don't think Marth was over-thinking it as such, he was just suggesting the shaded view for a better presentation of the model here in the showcase. Of course the texture itself would need changing for the level of luminosity Unlucky13 desires regardless of how it's rendered in XSI.
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Re: SWBF Series Model Showcase Thread 5th Edition
Textured decal is what you want to use for any game model when wanting to view what it would look like in game with no lighting effects applied. Viewing it in another way that would use scene lighting is just going to throw you off and end up with a texture that is very bright in game, brightness/contrast settings need to be messed with.
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Re: SWBF Series Model Showcase Thread 5th Edition
Your first objective when making any texture should be making the diffuse look very good without ANY lighting applied. Such as being able to see the form of the model and the edges and crevices. Ambient Occlusion bakes really help this process, so I recommend them.THEWULFMAN wrote:Maveritchell wrote:That's useful only if you're trying to show off devoid of context. The textured decal render is what's most appropriate for Battlefront, given the way it renders art. If his concern is that the texture's not dark enough, telling him to hide it behind a shaded render won't change the fact that his texture will look like the decal version when he uses it ingame.
I don't think Marth was over-thinking it as such, he was just suggesting the shaded view for a better presentation of the model here in the showcase. Of course the texture itself would need changing for the level of luminosity Unlucky13 desires regardless of how it's rendered in XSI.
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Bob
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Re: SWBF Series Model Showcase Thread 5th Edition
Not the same, but similar:RevanSithLord wrote:Just Do It Up - Frank Klepacki (Command and Conquer: Tiberian Dawn Soundtrack)
Here's a picture to give ya the feel of the classic game.
Act on Instinct (no vocals) - Frank Klepacki (Command and Conquer: Tiberian Dawn Soundtrack)
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Re: SWBF Series Model Showcase Thread 5th Edition
Nice tank Bob. 
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Marth8880
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Re: SWBF Series Model Showcase Thread 5th Edition
This may or may not be my house for a secret, upcoming map of mine. 
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- minilogoguy18
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Re: SWBF Series Model Showcase Thread 5th Edition
Can be optimized a lot without changing the overall detail or volume of the model.

