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Re: SWBF Series Model Showcase Thread v4.0
Posted: Tue Jun 22, 2010 4:47 pm
by ANDEWEGET
redgroupclan wrote:BTW how would I get rid of those unused polygons then? I dont think I can make the curves like so without giving the model a bunch of polys. Can I just click on the lines and press delete or something?
Use the raycast edge selection tool to "paint" all the edges you want to delete(deleting edges=>less faces) and simply press del. If you want to delete whole loops then select raycast edge, right-click somewhere on your selected object, choose "Select Edge Loop(No Corners/Corners)" and then select one edge of the loop. XSI will automatically select all other edges of the loop(not really working if you have tris connected to the loop).
You always have to consider how close the camera gets how much time the player will spend looking on the round part(first person models are very close to the camera-> more polygons). In SWBF II the most detailed part would have to be the back of the vehicle. For example: The tank "entrance" could have had a few more sides(the cylinders), like 12 or something like that. 8 sides are good for small third person/vehicle weapon barrels. If the diameter of a cylinder is(in real life) larger than like 20 cm you should go up to 10 sides etc...
Re: SWBF Series Model Showcase Thread v4.0
Posted: Wed Jun 23, 2010 1:05 am
by redgroupclan
Thanks for telling me about that, ANDEWEGET.
I wanted to test out my newly acquired knowledge, and this is what I came up with:
As far as I know, there are no longer any "unnecessary polygons" in this Sniper Airspeeder except for on the small cylinders which I figured didn't matter that much. (I was lazy.

)
But maybe you "O' Professionals" would like to say otherwise.

Re: SWBF Series Model Showcase Thread v4.0
Posted: Wed Jun 23, 2010 2:28 am
by lucasfart
Wow. You're pumping them out redgroupclan! They all look good and the last one especially looks low-poly. Being a nitpicker though, i did notice a few unnecessary polies along the side of the raised platform in the middle

.
No offense, but which end is supposed to be the front? For the life of me i cannot tell. Also, where's the seat?
EDIT: ooooo. I'm satan for the day!
Re: SWBF Series Model Showcase Thread v4.0
Posted: Wed Jun 23, 2010 4:34 am
by VF501
Deleting edges is not deleting the polygons. As long as the Vertexes are still there, when Triangulation occurs on export you still have the same amount of triangles.
redgroupclan, even though you delete those edges, the vertexes are still there. So your next step is to delete the line with those vertexes and redraw it in with the Insert Edge command (hotkey \).
This is where planning what you want to model and thinking of how to define the shapes helps. If you can plan it well in your head, you avoid the task of deleting unnecessary polygons.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Wed Jun 23, 2010 5:56 am
by redgroupclan
lucasfart wrote:No offense, but which end is supposed to be the front? For the life of me i cannot tell. Also, where's the seat?
The front is the smaller end.
The seat is under the little canopy thing sticking out at a pretty obvious height. You might be able to make out arm rests.
@VF501 - So using the raycast edge select to delete edges isn't enough? *facepalm*
I knew there had to be a catch.
CAVw PX-10
I didn't do a very good job...that thing was hard to model, dang it!
Just a shot in the dark here, but can anyone tell me if I modeled this right?
There are like 3 different pictures I can find of it. One where its at an angle where I can't see its back, but the back seems simple like I modeled, one where the back seems to be more extensive but it's covered up by a person, and a third where I get a full side view of how extensive the back is and how different it seems from the first picture.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sat Jun 26, 2010 7:46 pm
by fiddler_on_the_roof
Half finished e-wing
comments, flames, jawas?
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 2:50 am
by redgroupclan
WW-676 repulsorlift sled
I didn't have a good reference picture, just a side profile.
Tell me if I did something wrong, please.
@fiddler, looks fine to me.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 5:24 am
by DarthD.U.C.K.
to be honest it looks a bit.... weird
maybe you should look at some other swoops and speeders and then give it a proper "x-dimension"
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 1:24 pm
by redgroupclan
Er...what?
You know theres a seat on top above the gun, right?
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 3:26 pm
by DarthD.U.C.K.
Er...what?
i meant it looks like an extruded cross-section, not like a complete speeder to me (no offence meant)
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 8:41 pm
by redgroupclan
Er...what?
There's supposed to be a second seat above the gun for the driver, so I made it to where I thought it would be the least bothersome for the occupants, so I stuck the back half of the speeder to the right side of the gunners seat.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 8:43 pm
by Darth_Squoobus
redgroupclan wrote:Er...what?
There's supposed to be a second seat above the gun for the driver, so I made it to where I thought it would be the least bothersome for the occupants, so I stuck the back half of the speeder to the right side of the gunners seat.
Fixed the top image.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 9:53 pm
by redgroupclan
Ah, you beat me to editing my post.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 10:25 pm
by Maveritchell
redgroupclan wrote:Er...what?
There's supposed to be a second seat above the gun for the driver, so I made it to where I thought it would be the least bothersome for the occupants, so I stuck the back half of the speeder to the right side of the gunners seat.
He's pretty clear in what he's saying - it doesn't look like there's a whole lot of design in the X-plane. When you look at a YZ projection ("side" view) there is noticeable detail, but when viewed top-down (XZ) or from the front (XY), it's lacking detail. Lots of squares.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 10:30 pm
by redgroupclan
Ah.
Well, I've been making the models themselves simple so they cause less lag.
That and I'm a n00b.
So I make the models simple and rely on textures.
Also, I dont know what kind of detail to add on the model to make those views look better, because I'm modeling unpopular stuff that has like one side-profile picture on Wookieepedia, and even Google Images.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Sun Jun 27, 2010 10:33 pm
by Maveritchell
redgroupclan wrote:Ah.
Well, I've been making the models themselves simple so they cause less lag.
That and I'm a n00b.
So I make the models simple and rely on textures.
That's not an excuse you can really hang anything on until you're doing much more detailed models. It's totally okay to do low-detail models when you're just learning - I do the same thing. One thing textures can't change is shape, though, and that's the issue here. Textures are used for detail but not definition - it would look much better if there is a clear form to the model from any angle - but especially from the two angles you've neglected. Keep in mind that ingame, most of the user's view of a vehicle model will be from the back or the top - the side (which is where you've put most of your detail) will be the least viewed.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Mon Jun 28, 2010 3:01 pm
by redgroupclan
Well, do you think having troopers in their seats would cover up the "blandness" of the top view?
Just realized I forgot to put a hatch and stuff on top of the turret on the SP.9 artillery.
BTW, you know how when you press the "i" button, white text appears in the top left corner of XSI telling you how many triangles there are and such? Could someone please tell me how to get "polygons" to appear under "triangles?"
Re: SWBF Series Model Showcase Thread v4.0
Posted: Mon Jun 28, 2010 5:18 pm
by ANDEWEGET
Polycount is not the info your looking for. Tricount is exact, polycount usually isnt. You could theoretically have a polygon with 2000 tris.
Re: SWBF Series Model Showcase Thread v4.0
Posted: Mon Jun 28, 2010 5:32 pm
by DarthD.U.C.K.
but generally people mean the trianglecount when they talk of the polycount
Re: SWBF Series Model Showcase Thread v4.0
Posted: Mon Jun 28, 2010 5:46 pm
by VF501
3D Production and You.
The smallest unit is a point called a Vertex.
The next is 2 vertexes. This is called a Line or Edge.
The 3rd is 3 vertexes arranged in a plane. This is called a Triangle.
The Triangle is the smallest possible Polygon. Polygon count is a important matter to consider for model creation. In 3D packages the system counts all types of Polygons. Everything from Triangles to N-Gons that can have any number of sides.
Game Engines count triangles. A Hexagon is still the same to a game engine as 6 triangles no matter the configuration of those Triangles.