Tereanan Empire Mod (New Thread)
posted on April 7th, 2013, 3:46 pm
why are you modelling 50 phaser strips? just texture them...
It was you on said on facebook that there is no need for small detail in a model that will mainly be looked at from a distance...
are you purposely ignoring everyones criticism and suggestions? Do you actually think that box is amazing.... I could recreate everything you have there in around 15 minutes or less
It was you on said on facebook that there is no need for small detail in a model that will mainly be looked at from a distance...
are you purposely ignoring everyones criticism and suggestions? Do you actually think that box is amazing.... I could recreate everything you have there in around 15 minutes or less
posted on April 7th, 2013, 3:59 pm
Squire James:
A more detail was requested, so that's exactly what I was going to give.
redmanmark86:
I'm not ignoring the criticism. You wanted a more detailed model, so I was making a more detailed model. Besides, the nacelles had that many polygons before you started criticizing my ship.
It seems that my last update was missed.
A more detail was requested, so that's exactly what I was going to give.
redmanmark86:
I'm not ignoring the criticism. You wanted a more detailed model, so I was making a more detailed model. Besides, the nacelles had that many polygons before you started criticizing my ship.
It seems that my last update was missed.
posted on April 7th, 2013, 5:01 pm
More polygons =/= More detail
posted on April 7th, 2013, 6:57 pm
New nacelle geometry. 4,000 TOTAL polygons on the model!
- ter_mountshiningIII_new_geometry.PNG (27.25 KiB) Viewed 660 times
posted on April 7th, 2013, 7:47 pm
Thats a cool red box with wings. Is the coloring included, or extra?
posted on April 7th, 2013, 7:55 pm
Tereanan ships are red by default, though this model is red because that's the random color that the modeling program chose for the first disruptor array object I made. So I kept it that color, even though the program chose a different color for the new disruptor arrays. Once I add the texture however, you'll be able to see details such as the escape pod hatches, the power core ejection hatches, shuttle bays, etc.
EDIT: The entire geometry is 4,320 polygons. I'm going to put in the various hardpoints and then texture the model.
EDIT: The entire geometry is 4,320 polygons. I'm going to put in the various hardpoints and then texture the model.
posted on April 7th, 2013, 7:58 pm
how you missed out on his sarcasim i don't not know...
but i can't wait to see this finished, its been the highlight of my weekend while recovering from my drunken nights...
over 4k polies for that, hahahahahahaahhahahaa
but i can't wait to see this finished, its been the highlight of my weekend while recovering from my drunken nights...
over 4k polies for that, hahahahahahaahhahahaa
posted on April 7th, 2013, 8:03 pm
Hmm. Can't win with you redmanmark86.
Anyways, here's a preview of the final ship geometry. From this position, the Mountshining can hit you with 23 of it's graviton disruptor arrays at once. Say, should I simulate the firing arcs for each of the arrays?
By the way, I changed the 3D accelerator that I'm using to render the model. It looks much better with Direct X than it did with the accelerator that came with max.
Anyways, here's a preview of the final ship geometry. From this position, the Mountshining can hit you with 23 of it's graviton disruptor arrays at once. Say, should I simulate the firing arcs for each of the arrays?
- ter_mountshiningIII_final_geometry.PNG (17.05 KiB) Viewed 631 times
By the way, I changed the 3D accelerator that I'm using to render the model. It looks much better with Direct X than it did with the accelerator that came with max.
posted on April 7th, 2013, 8:08 pm
you'll win with me when you start listening to people and taking their advice mate. Right now you aren't listening to anyone who has experience with max but instead coming up with pathetic excuses....
hahaha, please don't simulate your overpowered 23 disruptors
hahaha, please don't simulate your overpowered 23 disruptors
posted on April 7th, 2013, 8:44 pm
Redman, you've done nothing to help me. You complain about my modeling techniques and then give me advice that doesn't apply to such simple shapes. Then you complain about me posting screenshots "too soon." Then you complain about the poly count to such "basic" shapes and make faulty assumptions about the techniques that I use, giving me "advice" based on those assumptions. On top of that, whenever I show your assumptions to be wrong, you just ignore the corrections. I'm not listening to you? HA! YOU are the one not listening to ME!
posted on April 7th, 2013, 11:04 pm
i think they are basically saying you could try to be more ambitious with your design. try giving it more contours and stylistic shape
posted on April 7th, 2013, 11:41 pm
Oh, I get it. If it's "style" you guys want, then style is what you'll get! Not with this ship though.
posted on April 8th, 2013, 8:33 am
TC, it's not a question "style", it's just that your creativity is apparently being limited by your skill at 3D modelling.
When people are saying the ship is missing detail they are not talking about texturing. For the ship to look like a ship simple hull details will make all the difference, not just a perfect geometric shape + weapon hardpoints. Nor are they talking about poly count.
Serious question: Everyone who has experience modelling says this can be modelled in around 200 polys. You have 20 times that number. Why don't you go about optimising the model before trying to put it into the game? If the is is one of the simpler designs, you are going to be screwed trying to make anything more complicated.
This is me trying to be as helpful as possible
When people are saying the ship is missing detail they are not talking about texturing. For the ship to look like a ship simple hull details will make all the difference, not just a perfect geometric shape + weapon hardpoints. Nor are they talking about poly count.
Serious question: Everyone who has experience modelling says this can be modelled in around 200 polys. You have 20 times that number. Why don't you go about optimising the model before trying to put it into the game? If the is is one of the simpler designs, you are going to be screwed trying to make anything more complicated.
This is me trying to be as helpful as possible

posted on April 8th, 2013, 1:07 pm
I can assure you that my creativity is NOT limited. That's exactly my point. Everyone is judging me based on what I have done so far. I have not yet shown how creative I can be. I just wanted to do the flagship first. And if there is some feature that I don't know how to use to get a result, I can always revert to poly-by-poly modeling.
When I'm talking about detail, I'm not talking just about the perfect geometric shape, I'm talking about the features on the hull such as the graviton disruptor arrays, deflector dishes, and warp nacelles. Whatever details are too small to be modeled onto the ship will be textured on instead.
Serious answer: It can't be done with only 200 polygons. If I were to fully optimize just the engine nacelles, they would amount to 288 polygons. The wings would amount to 108 polygons. And the fuselage would amount to 120 polygons. In all, the ship can only be optimized to 516 polygons. The engine nacelle details (which are the simplest details) only add a total of 192 polygons to the vessel. For the rest of the ship, I only modeled the most prominent details on the vessel. The deflectors only added 400 polygons to the ship. The ship has a total of 4,312 polygons. 592 of those polygons are taken up by the nacelle details and the four deflector dishes. 516 is the basic geometry. The remaining 3,204 polygons are from the 50 graviton disruptor arrays. The ship is optimized to have these most prominent features modeled without having a single polygon overlap.
When I'm talking about detail, I'm not talking just about the perfect geometric shape, I'm talking about the features on the hull such as the graviton disruptor arrays, deflector dishes, and warp nacelles. Whatever details are too small to be modeled onto the ship will be textured on instead.
Serious answer: It can't be done with only 200 polygons. If I were to fully optimize just the engine nacelles, they would amount to 288 polygons. The wings would amount to 108 polygons. And the fuselage would amount to 120 polygons. In all, the ship can only be optimized to 516 polygons. The engine nacelle details (which are the simplest details) only add a total of 192 polygons to the vessel. For the rest of the ship, I only modeled the most prominent details on the vessel. The deflectors only added 400 polygons to the ship. The ship has a total of 4,312 polygons. 592 of those polygons are taken up by the nacelle details and the four deflector dishes. 516 is the basic geometry. The remaining 3,204 polygons are from the 50 graviton disruptor arrays. The ship is optimized to have these most prominent features modeled without having a single polygon overlap.
posted on April 8th, 2013, 2:34 pm
So when will there be a playable version of the mod? It's already two years, or even more?
I can't wait to test it!
I can't wait to test it!
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