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Here's my new 3d model of a spaceship. It's designed for games and has got 3484 faces. Out of cockpit: ![]() Front ![]() wireframe ![]() Please tell me want you think of it |
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Thats good! nice and smooth look to it. Whats it made in? |
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It looks nice, but it's wayyyyyy too high-poly. You could get that down to 4-500 without losing much detail. |
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Thanks! @Fuller: It's made in wings 3d @Gabriel: Yes, i'll get it down, because it's really a bit to much, screens will come soon |
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As has been said, you're using far too many polys. Consider having two different models - a ship model consisting of, say, 800-1000 polys, plus a cockpit model. The bottom line is, the in-cockpit screenshot doesn't look very good. By having two separate, purpose-built models you should be able to get them both to look good. Plus, you won't be rendering the entire ship when you're sat inside and can't actually see any of it. |
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here it is:![]() works much better now |
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Still too high poly = ) for such a simple ship that is. Its the mesh smoothing that killed it. The same effect can be gotten by maybe adding a little detail to a very low poly ship and using the smoothing groups. |
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I only know that it is much better now, and don't know were to make poly away |
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With this design it will be hard to remove polies. You have to ask yourself: does it really have to be such a roundish, 70ies shape? It's looking very aerodynamic. Probably this is required when the ship is flying trouh the atmosphere of a planet. Other than that, spaceships could also be non-roundish (doesn't really have to be a 12 Tris Borg cube :o) ). So, for the next time, think about it in the first place. 3D Games design still has to be a compromise between what's desired and what's possible. |
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That's awesome... I'm suprised puki hasn't said anything:) |
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I only know that it is much better now, and don't know were to make poly away It's not much different. You don't know where to take them away? Ok, I drew a quick overlay for you. It's not precise because of the angle, so you couldn't follow it exactly, because the poly's don't align or join up. But I've highlighted areas where you have lots of polys but they're not giving you any detail. As a rule of thumb, only use polys where they're adding detail. Most of your polys are just making things uber-smooth and when things are zipping around in a game, you won't notice most of that. ![]() There's no color code, I just used two colors to avoid two areas merging into one. |
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Try triangulating the model then applying the smooth iterations. |
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Thank you gabriel! I'll do them away. I didn't model a long time you have to know ;) |
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Hint: If you use 3dSMAX as modellingsoftware there is a function called optimize that lets the program remove unneccesary triangles whenever they don't fill in the special arguments you give it. Eg. If connected polygons don't have an angle above 1 or similar. Its quite useful! |
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I haven't got 3dsmax :-( Would be really usefull, but it's to expensive! |
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Ready now :-) Really it must be ok now: ![]() |
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there is still alot of wsted tris there, once you triangulate it, you will see. |
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I'm still seeing some "buildup" of tris down near the nose. The actual in-game screenshot posted above shows no decals or anything on that part of the nose |
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It's looking much better, but BoomBoom is right. You have a lot of what appear to be polygons but actually are not. If you triangulate that model again, you'll see them and be able to replace many of them with one or two quads, just like you did with the areas I pointed out. |
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But how can i triangulate that with wing3d? |
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tbh, Its probably easyer to start again and don't smooth it out, than to triangulate and then clean up the model. |