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Tincho Member
Joined: 24 Aug 2007 Posts: 357 Location: ARGENTINA
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Posted: Tue Oct 09, 2007 7:51 pm Post subject: Tank Wars... (or Tank's War...) |
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Hi Modellers... here's a tank i made with a kind of excessively big cannon gun just check and say... and you're free to post your own tanks:
Just Lightmapping left... i'll put it later..
See you..
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Tincho07
Last edited by Tincho on Wed Oct 10, 2007 6:20 pm; edited 1 time in total |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Tue Oct 09, 2007 8:28 pm Post subject: |
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Nice one! That gun is huuuuuuuuuge! |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Tue Oct 09, 2007 11:52 pm Post subject: |
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guess he was inspired ..ñ.
well...mine.....i don't know...i tried to make something realistic....i still have to do the "orugue" (the uside part from of the wheels (dunno how to write it in english...so i made some spanglish )
HOPE YOU LIKED IT _________________
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Tincho Member
Joined: 24 Aug 2007 Posts: 357 Location: ARGENTINA
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Posted: Wed Oct 10, 2007 6:18 pm Post subject: |
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could it be "Worm"? Maybe "Orugue" is near to be some spanglish
I've got a doubt... how can you put an image down your info...?
Bye... And hope this topic will pass at least 5 posts..
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Tincho Member
Joined: 24 Aug 2007 Posts: 357 Location: ARGENTINA
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Posted: Wed Oct 10, 2007 7:39 pm Post subject: |
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As I see nobody will post at this topic i decided to show you a creepy graveyard i made:
Textured:
And Lightmapped:
STILL DON'T KNOW HOW TO IMPROVE SHADOWS AT LIGHTMAPPING
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Wed Oct 10, 2007 8:23 pm Post subject: |
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i'll teach you at school tomorrow...although nice improvements...i really like that graveyard....and what you're saying...the image under the info....is the avatar....you've got to upload it to the page i gave you but instead of puttin 800x600 you should read that between parenthesis there's one that says "avatar" you upload it in that resolution and then you put it in your profile editor...almost at the last
WELL....COMING BACK TO THE TOPIC
....i added some lighting:D
HOPE YOU LIKE IT _________________
Last edited by santutatu on Thu Oct 11, 2007 5:18 pm; edited 1 time in total |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Wed Oct 10, 2007 8:27 pm Post subject: |
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i both like the graveyard and the new tank!
Please make a seperate topic about the graveyard though - that keeps things clean around the forum.
Keep it up! |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Wed Oct 10, 2007 11:30 pm Post subject: |
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oh man....i've finished the tank....i started doing the lightmapping at 5 o'clock (argentinian time)...and now it is half past eight pm. and it hasn't finished yet ...i've got more than 45000 polys xD ....hope it looks great....and finish for today _________________
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trucker2000 DeleD PRO user
Joined: 11 May 2005 Posts: 1839 Location: Sacramento, California
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Posted: Thu Oct 11, 2007 1:04 am Post subject: |
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I like both those tanks.
The first one needs a cockpit where the driver sits, and some spikes on those tracks, plus textures.
The second one looks great textured and with tracks. _________________ Some day I will grow up and be a real modeler.
"Never give up! Never surrender!!"
Sys specs:
asus
8 gigs ram
Invidia gtx560 video card
Windows 8 (worst op sys Ever) |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Thu Oct 11, 2007 11:15 pm Post subject: |
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well guess that my 44756 polys didn't let me do the lightmapping in time...in three hours i only got 7 stripes in the status bar ...
here are the screenshots without lightmapping
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri Oct 12, 2007 6:15 am Post subject: |
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I think it looks great!
You should try to optimize the model by using the Optimize command in combination with optimizing it by hand. I am sure you will find a number of polygons that can be removed or otherwise rearranged. |
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Andreas233223 Member
Joined: 29 Jul 2007 Posts: 359 Location: Germany
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Posted: Fri Oct 12, 2007 11:05 am Post subject: |
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great _________________ ♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠♥♦♣♠ |
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Fri Oct 12, 2007 4:54 pm Post subject: |
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Jeroen wrote: |
I think it looks great!
You should try to optimize the model by using the Optimize command in combination with optimizing it by hand. I am sure you will find a number of polygons that can be removed or otherwise rearranged. |
yup ...i didn't optimized it yet ....i'm gonna do it today...and i'll see if i post new pics ...well...i can't see the images (dunno why) but i hope you had liked it _________________
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santutatu DeleD PRO user
Joined: 18 Aug 2007 Posts: 729 Location: ARGENTINA
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Posted: Sat Oct 13, 2007 1:56 am Post subject: |
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ok now i can see the pics ....and i reduced the polycount from 45000 to 34000...so now i'm doing the lightmapping:D....hope it finish this time _________________
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Sat Oct 13, 2007 1:24 pm Post subject: |
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Lightmapping a 35000 polygon model in DeleD Lite is probably not the best idea, as this will generate 35000 * 32 * 32 * 4 = 140MB of texture data, which might be a bit much for a single model.
Longer explanation: DeleD Lite uses a fixed 32x32 lightmap size per polygon. Which is nice for models up to a couple thousand polygons. DeleD PRO uses a dynamic per-polygon lightmap size, using smaller textures on smaller polygons, creating a much more efficient (and better looking) lightmap in the end.
On the long term, I think a lot of the details of your tank (like the bumps on the sides) would be ideal for a normal map, greatly reducing the amount of polygons needed for the actual model. DeleD doesn't do normal mapping yet, but this is definitely something we have planned for the future. |
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