GentleMen,
As a LONG time modder myself? I've NEVER felt slighted at NOT getting an award for modding work. I do it for the self satisfaction and responce I see by those that like what I've done. The badge I have now??? THAT'S NOT EVEN FOR MODDING!!! :o It's a Post of the Year thing and even I said I didn't deserve it. Many of the GREAT trail blazers don't have one of those 'Stinking Badges'. That DOES NOT mean that We, the Modders, and others, don't respect and honor them. It only means they don't have a do-dad under their side thingy. :har: |
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That's privateer with a SMALL p thank you.
:yep: I don't need a Big pee for awhile yet. :haha: To be serious for a moment Guys. The awards stuff is a fun thing for many here. It's a judged from votes submitted thing and will never hit the true marks. The true marks, as all us modders know, are the responces, downloads, or comments we get. Even questions or requests for help down the road for other mods is what We respond to. What We, or at lest I, actually look forwards to. You want a 'stinking badge' system that means something? Set it up so MODDERS ONLY can vote who earns one. You earn voteing rank in some order that I have no idea how to set up. :haha: That way only modders can elect and vote for the Best of the year Modder. It gets much more complicated from there on. |
Jeff, that's not a bad idea at all. :rock:
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88 mm update
Hi shipmates,
The 88 is almost done, only have the optic part to finish tomorrow and after that it will go to the Unwrapping and then paint shop time! http://i886.photobucket.com/albums/a...man/88mm_a.jpg http://i886.photobucket.com/albums/a...man/88mm_b.jpg http://i886.photobucket.com/albums/a...man/88mm_c.jpg http://i886.photobucket.com/albums/a...man/88mm_d.jpg http://i886.photobucket.com/albums/a...man/88mm_e.jpg Best regards Hans |
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Hans - Great 3D art man. |
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... but i will always have a big 'a' as an abbreviation of my name. :haha: |
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Clean, yet high polygon model - for what the deck gun is worth I mean. 15000 polys at the very least. Did you import your WIP in game already to check its impact on the FPS rate ? |
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The deck gun was worth enough to give it some historical attention i don't know any player who never had a blast with it one day or another! No worry there i always check my model fps near a big convoy and what you see on wip image are not the model i put in game because i always model a high res version for other purpose like cinematic that will be use in the game we will start in 2013. Also many of my model look high res while in fact if you look at the wired mesh you would see that i take advantage of modeling with smooth group tool not to be confound with meshsmooth or turbosmooth . Smooth group tool is modeling in a square like fashion and then you select the face you want the smooth effect to be active it is only a trick of the light that smooth transition between hard edge, best of all S3D editor can manage them if you know how. Few people i knew in my career were able to use it to it full potential. With recent video card polygon are not much of an issue anymore i remember a friend of mine who work for a studio here in Montreal told me after reducing a heavy scene from 3 to 5 millions poly notice only a 2 fps gain. What kill a game engine much more quicker then this is large texture size and compulsive use of alpha transparency. Best regards Hans |
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Best regards Hans |
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Here's me joining everyone in this thread in wishing you the best of luck with this project ! |
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Best regards Hans |
Models optimisation
Hi shipmates,
Here some information about the technique i use to get good looking model at a very low polygon cost, in the following picture you will see the fitting where the clinometer is mount in 3 different modeling states; 1. With turbosmooth use to improve the smoothness of your model mainly for high resolution for cinematic or photo realistic rendering. 2. Turbosmooth with the modifier Optimizer apply on top, this technique reduce the amount of face drastically but also yield lot of imperfection in the mesh and it is not good at all with mesh with animation. 3. Finally the smooth group technique my favorite one that i use almost every time, the pro good looking model with very low polygon count, the con much longer to create to get the right result. http://i886.photobucket.com/albums/a...imize_ex_a.jpg The next picture just show the smooth group technique with and without the smooth groups apply and with wireframe to show edge flow. http://i886.photobucket.com/albums/a...roups_view.jpg The next one is just a close up of all 3 techniques to show you how they look in final versions. http://i886.photobucket.com/albums/a...l_versions.jpg So as you can see we can get very nice model with low polygon count using the smooth groups technique i hope this will reassure people who were worry about the polygon count in U-BOOT_HAHD. Best regards Hans |
Thanx for taking your time to post this. As a ever-day person I didn't know about this sort of thing, and it's quite enlightening to learn something about game and model-making:salute:
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Glad you like to see that kind of techie stuff because most just want to see the candy.:Kaleun_Binocular: Soon i will start a very nice series of tutorials for beginner on our forum so stay tuned! Best regards Hans |
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