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Tank Wars... (or Tank's War...)
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Tincho
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Joined: 24 Aug 2007
Posts: 357
Location: ARGENTINA

PostPosted: Tue Oct 09, 2007 7:51 pm    Post subject: Tank Wars... (or Tank's War...) Reply with quote

Hi Modellers... here's a tank i made with a kind of excessively big cannon gun Very Happy just check and say... and you're free to post your own tanks:



Just Lightmapping left... i'll put it later.. Smile

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
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Tue Oct 09, 2007 8:28 pm    Post subject: Reply with quote

Laughing Nice one! That gun is huuuuuuuuuge! Very Happy
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Tue Oct 09, 2007 11:52 pm    Post subject: Reply with quote

guess he was inspired Razz ..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 Cool )

Embarassed




HOPE YOU LIKED IT Laughing Wink
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Tincho
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Joined: 24 Aug 2007
Posts: 357
Location: ARGENTINA

PostPosted: Wed Oct 10, 2007 6:18 pm    Post subject: Reply with quote

could it be "Worm"? Confused Maybe "Orugue" is near to be some spanglish Laughing

I've got a doubt... how can you put an image down your info...?

Bye... Smile And hope this topic will pass at least 5 posts.. Very Happy



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Tincho07
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Tincho
Member


Joined: 24 Aug 2007
Posts: 357
Location: ARGENTINA

PostPosted: Wed Oct 10, 2007 7:39 pm    Post subject: Reply with quote

As I see nobody will post at this topic Crying or Very sad i decided to show you a creepy graveyard Shocked i made:


Textured:



And Lightmapped:




STILL DON'T KNOW HOW TO IMPROVE SHADOWS AT LIGHTMAPPING Wink

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Tincho07
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Wed Oct 10, 2007 8:23 pm    Post subject: Reply with quote

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 Very Happy





WELL....COMING BACK TO THE TOPIC
....i added some lighting:D




HOPE YOU LIKE IT Embarassed
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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

PostPosted: Wed Oct 10, 2007 8:27 pm    Post subject: Reply with quote

i both like the graveyard and the new tank! Very Happy

Please make a seperate topic about the graveyard though - that keeps things clean around the forum. Smile

Keep it up!
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Wed Oct 10, 2007 11:30 pm    Post subject: Reply with quote

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 Shocked ...i've got more than 45000 polys xD Cool ....hope it looks great....and finish for today Rolling Eyes
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Thu Oct 11, 2007 1:04 am    Post subject: Reply with quote

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. Smile
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Thu Oct 11, 2007 11:15 pm    Post subject: Reply with quote

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 Confused ...
here are the screenshots without lightmapping Sad






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Jeroen
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Joined: 07 Aug 2004
Posts: 5332
Location: The Netherlands

PostPosted: Fri Oct 12, 2007 6:15 am    Post subject: Reply with quote

I think it looks great! Very Happy

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

PostPosted: Fri Oct 12, 2007 11:05 am    Post subject: Reply with quote

Very Happy great
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Fri Oct 12, 2007 4:54 pm    Post subject: Reply with quote

Jeroen wrote:
I think it looks great! Very Happy

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 Very Happy....i'm gonna do it today...and i'll see if i post new pics Very Happy...well...i can't see the images (dunno why) but i hope you had liked it Embarassed
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santutatu
DeleD PRO user


Joined: 18 Aug 2007
Posts: 729
Location: ARGENTINA

PostPosted: Sat Oct 13, 2007 1:56 am    Post subject: Reply with quote

ok now i can see the pics Very Happy....and i reduced the polycount from 45000 to 34000...so now i'm doing the lightmapping:D....hope it finish this time Razz
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sat Oct 13, 2007 1:24 pm    Post subject: Reply with quote

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. Very Happy

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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