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-   -   Art gallery [Large pictures warning!!] (https://www.subsim.com/radioroom/showthread.php?t=95061)

Raptor1 11-19-09 11:29 AM

It's still not finished, but I can't really decide whether it's close to being finished or not.

http://img137.imageshack.us/img137/9...pelinthing.png

http://img263.imageshack.us/img263/3...elinthing2.png

Dowly 11-19-09 03:43 PM

Wow! That's cool, Raptor! :yeah:


Almost finished with the tracks, only the treads need few things added. :hmmm:
http://i230.photobucket.com/albums/e...kaat_Telat.jpg

AVGWarhawk 11-19-09 03:52 PM

Very cool Dowly. Are you starting the next tank sim? Dowly Studios "Tracked Armor" :hmmm: Hmmm...interesting. Think about it. This is how most gaming studios started. :03:

Dowly 11-19-09 05:50 PM

Quote:

Originally Posted by AVGWarhawk (Post 1206002)
Very cool Dowly. Are you starting the next tank sim? Dowly Studios "Tracked Armor" :hmmm: Hmmm...interesting. Think about it. This is how most gaming studios started. :03:

The problem with that would be that I've gotten used to model using the Modo's subdivide mode (it's kind of an autosmooth thingy), so the amount of polygons would propably be abit too much for a game. The tracks in the state they are now (finished) have 91 000 polygons (blocky as hell), with SubD turned on the polycount jumps to ~1.7 million and 6+ million when rendered. And that's just one track, so ~12 million polygons (rendered) for just the tank's tracks. :haha:

Raptor1 11-19-09 05:59 PM

Quote:

Originally Posted by Dowly (Post 1206073)
The problem with that would be that I've gotten used to model using the Modo's subdivide mode (it's kind of an autosmooth thingy), so the amount of polygons would propably be abit too much for a game. The tracks in the state they are now (finished) have 91 000 polygons (blocky as hell), with SubD turned on the polycount jumps to ~1.7 million and 6+ million when rendered. And that's just one track, so ~12 million polygons (rendered) for just the tank's tracks. :haha:

Holy polygons! How much time did it take to render?

Dowly 11-19-09 06:09 PM

Quote:

Originally Posted by Raptor1 (Post 1206082)
Holy polygons! How much time did it take to render?

Roughly 20 minutes.

Raptor1 11-19-09 06:15 PM

Ah, not that bad, would have expected more with 6...million...polygons...

Dowly 11-19-09 06:43 PM

I toned the subd down for that render, so it was 'only' 2.5 million polys or so.

artao 11-19-09 06:46 PM

GOOD GORRAM CHRIST!!! 12 MILLION POLYS IN THE THE TRACKS ALONE?!?!?
and only 20 min to render? you must have a MONSTER machine ... mine whimpers thinking about it.
very nice work, btw. with that many polys, you could zoom right down in there and get some awesome detail shots.
stream of thought here .... are you still able to interact with models at this resolution on your machine? if so, fricken awesome!

Anyhow ..
another more recent image, again digital, intended print size of 24" but just on my machine right now.
Entitled: There Is No Enemy Anywhere
~~~~~~~~~~~~~~
http://www.facebook.com/home.php?ref...00000427940388http://www.facebook.com/home.php?ref...00000427940388http://img197.imageshack.us/img197/2...myanywhere.jpg

============================
also, just put several more up on my facebook photos if your interested at all ...... don't want to spam the board with my post.
http://www.facebook.com/home.php?ref...00000427940388
Not sure if you have to have a fb account to see this ... it should be public ...:hmmm:
-

Dowly 11-19-09 06:56 PM

I believe modo's rendering engine has been optimised for the SubD. Like Vue for example, I think the most polys I've had in one scene was 3-4 billion, add to that wind effects on trees, lighting and shadows, yet it rendered it in less than an hour... animated scene was a different story. :haha:

Raptor1 11-19-09 07:01 PM

Quote:

Originally Posted by Dowly (Post 1206119)
3-4 billion

Eep

Dowly 11-20-09 08:41 AM

Quick (and hopefully the last) update on the tracks. I think I'm finished with them, with the exception actually having the spacing etc. correct. But that's going to happen when I have the hull done. Managed to cut the polycount to ~2.1 million per side, can squeeze 400k or so off by reducing the wheel count to 8 from 16 per side (need to see how it looks when the hull is ready).

http://i230.photobucket.com/albums/e...Materiaali.jpg

AVGWarhawk 11-20-09 08:55 AM

Quote:

Originally Posted by Dowly (Post 1206073)
The problem with that would be that I've gotten used to model using the Modo's subdivide mode (it's kind of an autosmooth thingy), so the amount of polygons would propably be abit too much for a game. The tracks in the state they are now (finished) have 91 000 polygons (blocky as hell), with SubD turned on the polycount jumps to ~1.7 million and 6+ million when rendered. And that's just one track, so ~12 million polygons (rendered) for just the tank's tracks. :haha:

We're gonna need a bigger computer.......:o

JJ 11-20-09 11:09 AM

Blimey! An art topic. Maybe I should scavenge my HD and post some stuff that I've done over the years and have your retinas fried :hmmm:

Or is this just for 3D stuff?

Dowly 11-20-09 11:24 AM

All art stuff is welcome. :salute:


Grrrauh!
http://i230.photobucket.com/albums/e...elat_Runko.jpg


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