Requesting info about modeling, and some model conversions -1 reply

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general_kerr

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14th February 2007

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#1 10 years ago

Ok, the info, i've asked OVER AND OVER what poly-count should a fighter model be? the LOD3 X-Wing is like 2K+ and tons of other models i've seen released, but i post a 900 poly and everyone says over-poly, i want to know what ply-count there should be by class, fighter corvette, frigate ETC

2: i need one model converted/riged for me, it's Pre-Skined, and 100% ready.

The KR-L1-FA_01 Frigate, it's 5000 poly ATM, i may remake the high-poly parts, but for now i want it high-detail like this ;)

I have Re-modeled the KR-A1 and KR-A2, now skined, i plan to RE-Skin the models later, but for now the skin will do.

i have no pics of the KR-A1 low-poly or the KR-A2, but here is the frigate.

Spoiler: Show
1_Renders.JPG

I've got like 20 other models ATM some skined, some not. All of my models will be free-release, if it matters to somone who rigs for me(PLEASE) if somone doesn't want the models they'd rig for me to be Free-release, then ok, they won't be.

i also have the KR shield generator, it's already been uploaded for conversion, here is a pic

Spoiler: Show
RenderAnim.gif

Here is where you can find it, you'll have to manually weld the vertices back together, they got split ip so the model has each poly lke a seperate element(as indivudual object part of the whole object)

READYFORCONVERSION.zip - FileFront.com

If you want to see more models that i have ready for riging and skining, PM me. (or just post :p )

Even if my KR mod doesn't make itto the 1st release (out of a minumum total 12, not including patches) i still want my models to be available to everyone to use as they please.




Sidious Invader

Dark Lord Of The Sith

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9th January 2007

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#2 10 years ago

Kerr, The Frigate is actually pretty good. The only thing that draws away from the model is the front "cone," and some of the extrusions. If I could suggest removing the cone in place of a horizontal hammerhead type of bridge, and remove some of triangular extrusions in the back.




Major A Payne

The 6th Day

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7th August 2002

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#3 10 years ago

Kerr. Its all down to your hardware. Alot of the ships in the BSG mod are easily 1500 polys and higher. A fighter of 900 polys is all well and good, but theres nothing stopping you from going as high as the highest LOD (2k) and there shouldn't be any problems. I mean my Rebel R-Wing is about 1400 polys and it doesnt' have any LODs or cause any lag. Also remember that my Legacy SD is about 5500 polys so this one you've got should be fine.




MerlinGalgotta

Project Lead

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19th December 2006

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#4 10 years ago

About the poly-count: it all depends on how many fighters will be in a squadron. We use fighter models with about 1200 polys,but maximal 5 per squadron(->5000 for the whole squadron),corvettes have about 3000,the biggest capital ships(like the Aurora class) have about 6000.

So,as you can see,a poly-count about 5000 per unit is adequate. Of course people with 4 years old computers will have a problem with it,but on the other side people with high end computers can deal with more than 10000 polys per unit...then,the only problem would be that EaW shortly lags,when you drag units in the map out of the reinforcement box(could cause synchro bug in multiplayer).

About the rigging: it's not that simple,we need to know -how many weapons the ship shall have -what kind of weapons -where exactly shall they be -shall the turrets rotate(will become very difficult^^) -shall they disappear when their hardpoints become destroyed -shall there be any damage emitter(like smoke) -and so on Of course you could say,make it your way,but i think it would be better that the model is exactly as you want it to be.

Anyway,nice work so far! (i will have a look at the models)




MerlinGalgotta

Project Lead

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19th December 2006

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#5 10 years ago

Damn it,too late to edit,so sorry for double post! Here is your shield generator,it should work. I can simply change everything,so,let me know what i shall do...

KRSG.rar - FileFront.com




general_kerr

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14th February 2007

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#6 10 years ago

THANK YOU! When i originally posted the KRSG model, i said 4 power generator positions(i'm not sure it it would work) and possably some smoke as it takes damage.

For the frigate, i really wanted the turrets to rotate, everything in my KR mod

Spoiler: Show
(if it EVER gets done, it could be well over a year for the first release, there will be 9 and each is a different mod)

will be larger, frigates will be the size of caps, corvetts in the same scale as the frigates ETC ETC because i want high detail models and to beable to see the see the detail :)

I havn't seen the model yet, but i must point out you have to weld the vertices back together after it's been exported from GMax. otherwise it will have 2X vertices and not smooth at all.

Thank you and +Rep :)

As for the frigate if you'de do that one i'de really appriciate it. for the frigate(if you do it) it would have rotating turrets, but they are already split into seperate objects so that should make it easier. There is like 20 or so objects ATM because of the turrets, I made a collision mesh for it to save time. It would have smoke and damage decals, i'de prefer the turrets to blow off the ship(they don't have to be breakoff props, but having them disapear would be nice) the thing is, i use 3 textures in seperate files for the skin, and before you convert(if you do) you'de have to convert them to power of 2 sizes, i may want to ri-skin in the future, and i don't have it at power of 2.

THANK YOU! i looked at it :) other than needing the shield to be bigger like a base shield, and having a shield generator P it's perfict! THANK YOU :)

O and i'de like to point out, people said my KR-C1 was over-poly at 938.. ( a fighter)

[edit] I jest looked, you disabled rep :p [/edit]

Again [edit]

Kerr, The Frigate is actually pretty good. The only thing that draws away from the model is the front "cone," and some of the extrusions. If I could suggest removing the cone in place of a horizontal hammerhead type of bridge, and remove some of triangular extrusions in the back.

YESSIR I was thinking about how odd the bridge looked, good idea ;) and i was too lazy to use extrusions, i just took a 3 sided 2 seg high cylinder and shrunk the top part :p all in all it looks fine, i may remove one or spread one out, and the 10 cylinder line in the back has been removed, i'm going to spread the triangles there, i'll get an updated pic as soon as possable :p [/edit]




general_kerr

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14th February 2007

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#7 10 years ago

Sorry, but i can't edit

Here is the updated model

1_KR_Light_Frigate.gif




T3h Piti

Where is this.

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9th March 2007

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#8 10 years ago

Nice models Kerr, Obviously your getting a lot better,

I would say the front Bridge looks a little awkward, but that might just be the size.

Good model though :D




general_kerr

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14th February 2007

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#9 10 years ago

Thank you :) now........ #%&@%^* @$^#$ ^@&^2&U @%^! **** THE MODEL IS TORN APART BY THE EXPORT!!! IT'S THROWN IN A BLENDER, CUT UP IN PIECES, AND HIT REPETADLY WITH A HAMMER, AND FRIED WITH GREESE!!!!!! 100% of the polies are inverted, they are all 100-4000 meters in random directions from their original positions, and half and missing! :bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl::bawl: Ok, in other news i have finished my KR-LS-A1 Model, pretty simple, but it's exactally how it was supposed to be, i'll post a pic as soon as my Crap-o-net manages to upload the 1.53 MB pic...