Topic: Starship Troopers ---- {concept model redo or dead}  (Read 5079 times)

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Offline Kreeargh

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Starship Troopers ---- {concept model redo or dead}
« on: January 02, 2011, 08:52:36 pm »
I wanted to get this done for new years but i found out its a B#@$h of a design to model . :o I am not quite done with the mesh but this is the best i can do for a first try around 4k. With a bit of time i want to make lods but not sure if demand would be worth it?
« Last Edit: February 21, 2011, 10:18:53 pm by Kreeargh »
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Offline Ervinc

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Re: Starship Troopers
« Reply #1 on: January 03, 2011, 07:30:18 am »
 I like to see some non trek stuff once in a while and you always do a great job on it,I always love your work .

Offline FoaS_XC

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Re: Starship Troopers
« Reply #2 on: January 03, 2011, 07:49:05 am »
Dude, that is awesome! Especially for 4k triangles!

I've never messed with LODs, but from what I understand about the workflow, they can be a pain.
Robinomicon
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Offline dogfighter

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Re: Starship Troopers
« Reply #3 on: January 03, 2011, 12:34:02 pm »
cool. the rodger young. i always liked the design. would make a very nice orion capital ship as well. great work man.
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Offline USS Mariner

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Re: Starship Troopers
« Reply #4 on: January 03, 2011, 12:41:46 pm »
Regardless of the game, it's always best to use LODs if the game's default models have them. It's less taxing on the engine itself, and allows the game to run as smoothly.

I've played TF2 for almost a year, and I've noticed that almost all approved community content (and even some newer VALVe stuff) lacks proper LODs, and most of their poly/tri counts are much higher than the stock items.

When almost everyone uses LOD-less content exclusively, it cuts into framerates, especially when you have maps running with up to 32 people.

And as for the Starship Troopers content, GO FOR IT.
"Improve a mechanical device and you may double productivity. But improve man, you gain a thousandfold." - Khan

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Offline Starfox1701

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Re: Starship Troopers
« Reply #5 on: January 03, 2011, 03:40:19 pm »
Great work :)

Offline Atolm-Rising

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Re: Starship Troopers
« Reply #6 on: January 03, 2011, 05:41:38 pm »
Awesome!
love seeing your work kreeargh!
you know, i still have your alternate Feds fleet from way back when, and they still inspire me !

Offline Kreeargh

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Re: Starship Troopers
« Reply #7 on: January 03, 2011, 07:51:09 pm »
Awesome!
love seeing your work kreeargh!
you know, i still have your alternate Feds fleet from way back when, and they still inspire me !

Really those bashes of WZ's first patton and fca models ? Those were bashed useing M6/sfced where i learned the geo and vert stuff for modeling. If i had the readme for  M6/sfced back then they would look good texture wise also  :-X, i had no clue that lil program could also map the models you edit. Every now and agian antivirus wipes M6/sfced off my drive makes me wonder now how it was written and does it allow spyware or is it just so old that its classifyed spyware just for age. But after every wipe i reinstall it and blamo an easy way to view sfc models to check for errors if you link the mod flile to open them anyway.Drawback is lack of view of brk models but lods it can work well.

FoaS from what i know most im sure you know,  lods are just 3 seperate models each have a lower poly than the other and use lower rez textures. 1 set of hardpoints work on all 3 models. I think the lod 1 the highest poly model. Would be called for example fca1 the next lowest fca2 and real low was fca3 , 500 or under for sfc2 we got lag in testing useing over 500 poly long range models .  Best to have fca2 and 3 use lower rez textures. But it will work useing 1 texture set no noticeable lag but all of the work we tested was 512x maps or under.  Select all 3 models and export as a normal model click default settings.  With the 5 settings you get  I think the lod system was set up for more than 3 models but the sfc game engine can only read 3. Or the diffrent settings have some affect for small craft like frigs and fighters. From what i was told just click defaut at export.

Thanks all im fighting my kid for controll of the tv at the moment ill post a new pic here shortly.
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Offline FoaS_XC

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Re: Starship Troopers
« Reply #8 on: January 03, 2011, 07:52:32 pm »
that's basically what it is, three separate models, but to get the most of out of LODs, you need to build each one from scratch. Hence: PitA
Robinomicon
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Offline Kreeargh

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Re: Starship Troopers
« Reply #9 on: January 03, 2011, 09:29:07 pm »
that's basically what it is, three separate models, but to get the most of out of LODs, you need to build each one from scratch. Hence: PitA

Oh making the models is worth it if they will be USED, Lods good but Bonus use in other games like a1, a2, eaw/foc , freelancer ect but for fun work like most of us do here anymore  :-X :angel:. You almost need to get paid to do all that.
For scratch models is not an issue if you model parts start low and save ALOT work up the poly,but for cuting a high model its not easy at all even special plugings will kill the end game fun.

Here is what may be the final not sure yet im waiting for some more ideas before i start texturing it . Here is also one of the pics  blood red I made my eyes at for over 4 months trying to figure out the general modeling- points/verts it would need.
« Last Edit: January 03, 2011, 10:14:21 pm by Kreeargh »
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intermech

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Re: Starship Troopers
« Reply #10 on: January 04, 2011, 12:44:29 pm »
I don't know what software you are using, but if you want to do quick and dirty lods, Milkshape has a tool called DirectX Mesh Reduction which does a pretty good job of lowering your poly-count and retaining your texture map. The biggest problem is if you do a 2-half style model, it will mess with your texture map down the centerline.

Offline FoaS_XC

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Re: Starship Troopers
« Reply #11 on: January 04, 2011, 01:39:43 pm »
Actually, I think max might have something along those lines, I've just never been able to tame it... Will play.
Robinomicon
"When I was 5 years old, my mom always told me that happiness was the key to life. When I went to school, they asked me what I wanted to be when I grew up. I wrote down “happy.” They told me I didn’t understand the assignment and I told them they didn’t understand life."

Offline Kreeargh

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Re: Starship Troopers
« Reply #12 on: January 20, 2011, 10:41:12 pm »
I don't know what software you are using, but if you want to do quick and dirty lods, Milkshape has a tool called DirectX Mesh Reduction which does a pretty good job of lowering your poly-count and retaining your texture map. The biggest problem is if you do a 2-half style model, it will mess with your texture map down the centerline.

I use Gmax ,im not sure if there is a poly chop plugin for it I know there is one for regular max versions.  It works ok but sometimes it does not cut the polys = so one side can look cool other is fraked up.
For me it would be easer to just make another model the problem is maping and textures . I am haveing hell trying to fit this map to my mesh, to do it 3 times ill go nutts i think:crazy2: we will see i guess.

Edit : FoaS_XC does your max version have that auto unwrap to uvw map? If so and possable could i send you a mod file of this ship to do that ? I dont think gmax can do this, I miss max 4 i can map with it :'(
« Last Edit: January 20, 2011, 11:07:21 pm by Kreeargh »
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Offline Kreeargh

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Re: Starship Troopers
« Reply #13 on: January 22, 2011, 11:45:20 pm »
Map not good looking i know  :woot: i was just lernt some new tricks to map in gmax lets see if they work.
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Offline Star Dragon

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Re: Starship Troopers
« Reply #14 on: January 27, 2011, 03:08:08 pm »
That's a pretty detailed model for what your portfolio has so don't beat yourself up over the little things.

Looking damn good IMHO! Also glad you haven't given up the ghost (might have to steal that flying bridge section later, I'm a sucker for flying bridges although militarily they are a vulnerability!)...

 :D

Offline Kreeargh

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Re: Starship Troopers
« Reply #15 on: February 07, 2011, 11:02:02 pm »
Here is a update , the model looks better in the mod viewer but my frakin vista pc wont let me take a pic of it in the mod viewer , same damn crash ive had for the last year and a half on export to .mod Oh vista the wonderfull. If i can get this model to a non crashing mode with my vista i will release it if not call it another Kreeargh failure which im damn good at now. Atleast I made the texture to fit ahh somewhat  har har.

I dont have a "portfolio" call it a model dump or trash would be a better pro named fit. My fan here is a cool dude but I think he would not miss me if i was gone.
I just make game models i think thats wanted for the masses {my first error} to use at their will.  My work stands on its own LOL way off there ie why did he model it and map it like that or wow thats weird and dumb. Still on its own and claims no fame.  :D
« Last Edit: February 07, 2011, 11:20:53 pm by Kreeargh »
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Offline sierracharlie

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Re: Starship Troopers
« Reply #16 on: February 08, 2011, 02:18:39 pm »
Looking better every time.

Have you considered upgrading from Vista to Windows 7? I have found it to be a much better OS than Vista or XP.

Offline Starfox1701

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Re: Starship Troopers
« Reply #17 on: February 08, 2011, 03:13:39 pm »
nice ;)

Offline Kreeargh

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Re: Starship Troopers
« Reply #18 on: February 09, 2011, 10:52:51 pm »
Looking better every time.

Have you considered upgrading from Vista to Windows 7? I have found it to be a much better OS than Vista or XP.
The interface with my plasma cutter wont work useing W7 they dont have a patch yet . Id rather that work, game models are just for fun.

I was able to work around the crashing to get a pic in the mod viewer. With hope there will be a finish of this one soon.
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Offline sierracharlie

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Re: Starship Troopers
« Reply #19 on: February 10, 2011, 05:50:07 pm »
Sure hope so. Guess i have to wait to get my hands on this beauty.