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Re: SWBF Series Model Showcase Thread v3.0

Posted: Sun Oct 04, 2009 7:23 am
by VF501
destructo_bot wrote:*ack, choking on polies*

Looks awesome! I especially like the dual miniguns :D
Heh, people shouldn't be so up in arms about polycounts. SWBF's zeroengine can handle upwards of 10,000 tris per object (as needed). As it is for modern Graphics cards, basically anything GeForce 7950 GT and up, you can have upwards of 2million tris on screen at once. The real meat of render power goes not towards polygons, but towards the shader stack/options, and texture options. Only Intel GMA based chipsets choke on polygons. Polygon optimization is important, but not as much as people think it is.

Also if the extra polygons help define shapes better or allow better use of normal maps, then by all means add them.

A good debate on the need for optimization of polycounts. Read it if interested, makes for good learning.

http://boards.polycount.net/showthread.php?t=50588

Re: SWBF Series Model Showcase Thread v3.0

Posted: Sun Oct 04, 2009 2:39 pm
by destructo_bot
destos wrote:well, if you were to ask me this is my favorite thing I've made in XSI so far in the short time I've been modeling, this vehicles turned out better then i expected, except for the skin (which I'm still trying to find some better skins for it)
Hidden/Spoiler:
Image
Image
and here is what i based my model off of, incase you were wondering (and yes i didn't want it to look exactly the same, since i never wanted it to be an exact copy)
Hidden/Spoiler:
Image
Whats the vehicle its based off from? (Tom Clancy's) Endwar?
Heh, people shouldn't be so up in arms about polycounts. SWBF's zeroengine can handle upwards of 10,000 tris per object (as needed). As it is for modern Graphics cards, basically anything GeForce 7950 GT and up, you can have upwards of 2million tris on screen at once. The real meat of render power goes not towards polygons, but towards the shader stack/options, and texture options. Only Intel GMA based chipsets choke on polygons. Polygon optimization is important, but not as much as people think it is.

Also if the extra polygons help define shapes better or allow better use of normal maps, then by all means add them.

A good debate on the need for optimization of polycounts. Read it if interested, makes for good learning.

http://boards.polycount.net/showthread.php?t=50588

Huh. Didn't know that. Well why don't people spam more polies? If it makes better looking curves and such? Or am I missing the point?

Re: SWBF Series Model Showcase Thread v3.0

Posted: Sun Oct 04, 2009 3:26 pm
by DarthD.U.C.K.
maybe :P
the discussion from the link doesnt conclude that its good to spam polys, it concludes that its sometimes more effective to leave some polys instead of cutting the polycount down excessively..

but battlefront can handle much more than the shipped models give and idea of..

Re: SWBF Series Model Showcase Thread v3.0

Posted: Sun Oct 04, 2009 3:45 pm
by destos
destructo_bot wrote: Whats the vehicle its based off from?
battlefield 2142, i didn't realize i forgot to add what game its from =P

Re: SWBF Series Model Showcase Thread v3.0

Posted: Sun Oct 04, 2009 10:08 pm
by ForceMaster
My new walker tri-droid .
VIDEO:
http://img27.imageshack.us/i/tridroid.mp4/

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 12:50 am
by VF501
Pretty good animation for the tri-droid forcemaster, a little bit of sliding but still impressive.

Polycount Discussion*

Wall 'o' Text Begin

Poly spam is never good, as optimization is needed to make it easier to work with, and have it game ready and engine workable. 2million is a rough ballpark measure and is usually only for an high poly to bake normals off of, or for an entire scene. But as D.U.C.K said, excessive cutting of polygons can hurt more then help, mostly if you destroy overall quality and appearance just to gain 2-3 frames per second on one scene. If you can gain 15-30 frames then by all means cut polygons. Polycount optimization is also engine dependent, some engines tolerate and render out geometry more efficiently then others. Quake engine and its derivatives are very good game engines at rendering out complex scenes at high efficiency. Rockstar's RAGE engine on the other hand, not so much. However there are also mitigating factors such as what else the engine will have the GPU and CPU handling at any given moment, such as physics, AI, procedural tasks, etc. Zeroengine is a more middle ground engine, limited but capable of great things at decent efficiency.

Wall 'o' Text End.

On a side note, if anyone wants to continue this discussion we could start a new topic for it.

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 10:25 am
by CommanderBacara/CC-1138
ForceMaster wrote:My new walker tri-droid .
VIDEO:
http://img27.imageshack.us/i/tridroid.mp4/
great job FM :thumbs:
you are the best :bowdown:

SWBF MST (small swamptrooper texture update)

Posted: Mon Oct 05, 2009 9:35 pm
by kinetosimpetus
Hidden/Spoiler:
[quote="kinetosimpetus originally"]Imperial Swamp Trooper
(JK2:JO / JK3:JA MP)
Image[/quote][quote="obiboba3po"]Its a nice start :)
Could definitely use many more scratches on his armor, and perhaps a little more detail on the gadgets on his head and arms.
Image[/quote]
Hidden/Spoiler:
Image
Hidden/Spoiler:
separated the wrist device and shoulder textures, added to the wrist texture, added a scratch layer.

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 9:39 pm
by Master_Ben
That's awesome. :shock: :bowdown:

Never saw that before.

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 9:50 pm
by obiboba3po
Definitely looks better. :D

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 9:56 pm
by kinetosimpetus
thanks :) any further suggestions?

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 9:59 pm
by obiboba3po
kinetosimpetus wrote:thanks :) any further suggestions?
hmm regarding the scratches, you could probably use a few more "streaky" scratches, ie: lines instead of blotches. also, there seems to be a little detail lacking on the side of his helmet (ridges or something) but at the risk of contradicting my previous statement against being 500% cannon all the time, i won't say it's necessary to make him look exact. ;)

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 10:02 pm
by kinetosimpetus
ok, thanks :)

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 10:38 pm
by destos
idk if it's just me, but he seems pretty flat chested, no not in the bad way (get your minds out of the gutter for petes sake =P)

im just saying shouldn't their be a slight change from stomach to the upper torso in diameter? maybe it's just me though.

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 11:06 pm
by obiboba3po
destos wrote:idk if it's just me, but he seems pretty flat chested, no not in the bad way (get your minds out of the gutter for petes sake =P)

im just saying shouldn't their be a slight change from stomach to the upper torso in diameter? maybe it's just me though.
ahh yes i see what destos is saying. The reference kind of has his lower stomach a bit thinner than his upper torso, my guess would be to make him look more muscular in his upper body. It's not that big of a difference but it could give it that extra touch of realism, as some stock models are a bit dull.
Edit: I really notice it now, the current model looks rather rectangular or "tube-ish" (bear with me lol) and definitely could use a bit more dimension to him. :)

Re: SWBF Series Model Showcase Thread v3.0

Posted: Mon Oct 05, 2009 11:18 pm
by kinetosimpetus
i removed a bit of definition in the model that was on the stormy, but not the swampy, i could (slightly) bring some of it back probably



Edit, to avoid doubleposting...
Image
...a heavy pistol made by a quick edit of the rep sniper rifle.

would a scope-less version look cool as well?

Re: SWBF Series Model Showcase Thread v3.0

Posted: Thu Oct 08, 2009 3:56 pm
by destos
i would say attempt at the scopeless pistol, but truely it's all up to you

Re: SWBF Series Model Showcase Thread v3.0

Posted: Thu Oct 08, 2009 4:09 pm
by mswf
Looking at that, scopeless and muzzle-less, it's one of them clone commander pistols :)
Though, imagining it without the scope seems pretty cool.

Re: SWBF Series Model Showcase Thread v3.0

Posted: Thu Oct 08, 2009 4:19 pm
by kinetosimpetus
ok, i'll do it

yeah it does look kinda like the dc17 pistol from the side, its like that in the stock rep sniper rifle, i just chopped off the rear stock, and drastically shortened the barrel :wink:

Edit
no scope
Image

Re: SWBF Series Model Showcase Thread v3.0

Posted: Fri Oct 09, 2009 3:47 am
by DarthD.U.C.K.
looks good only the texture of the back is a bit weird

EDIT: mediocre neimoidian headmodel and texture made from scratch:
Hidden/Spoiler:
Image