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Game Warden => Game Warden Art => Topic started by: DaBrain on May 05, 2007, 04:58:00 PM

Title: An asteroid!
Post by: DaBrain on May 05, 2007, 04:58:00 PM
I pimped up Sandwich's asteroid a bit.. 800.000 polygons.

The first model I 'made' in Blender. I somewhat like it. ;)

(http://i14.tinypic.com/6b3e8gz.jpg)
Title: An asteroid!
Post by: takashi on May 05, 2007, 07:05:36 PM
i like it :). is it going in SoL?
Title: An asteroid!
Post by: DaBrain on May 05, 2007, 07:38:20 PM
It will be used to update an asset used in FS2 and SoL.

You don't really want a 800k poly asteroid in the game. ;)
Title: An asteroid!
Post by: takashi on May 05, 2007, 11:02:06 PM
i can see it lose about 794000 polys and still retain its detail.
Title: An asteroid!
Post by: DaBrain on May 05, 2007, 11:43:20 PM
I can't... Where should the detail come from then?

Anyway, this is the basis I used. 7680 polygons. Same setup.

(http://i13.tinypic.com/53ft01s.jpg)

I hope you can see what the difference in polies does.
Title: An asteroid!
Post by: takashi on May 06, 2007, 12:37:43 AM
woah, good thing we have 512 mb cards thse days. 8k+ is fine with me, seeing that it wasnt as a drastic detail difference as i thought it was. it depends on the model, anyway. the viper mk 7 had virtualy no difference between lod0-3, except the lack of a cockpit
Title: An asteroid!
Post by: VA [TI] on May 06, 2007, 02:12:08 AM
Quote from: takashi;70845
woah, good thing we have 512 mb cards thse days. 8k+ is fine with me, seeing that it wasnt as a drastic detail difference as i thought it was. it depends on the model, anyway. the viper mk 7 had virtualy no difference between lod0-3, except the lack of a cockpit
That's because of good lodding, not bad lodding. ;)


And DaB, nice!
I think I see what you're doing too, and if so: Awesome. :D
Title: An asteroid!
Post by: DaBrain on May 06, 2007, 10:17:01 AM
Quote from: 'VA [TI
;70856']That's because of good lodding, not bad lodding. ;)


And DaB, nice!
I think I see what you're doing too, and if so: Awesome. :D


If you think what I think that you think, I think you're thinking the right thing. :lol:

Actually, I had the most trouble with remapping the low-poly asteroid. And I still have a gigantic seam on it...

Anyway, the "final'" low-poly result is quite nice. I also made new maps for it.
Taylor has a copy a of the test version.
Title: An asteroid!
Post by: CamInHead on May 06, 2007, 11:08:31 AM
I dunno if you'll know this already but I'll give it a mention none the less:

If you're using a mesh smooth, and if it works the same as Max, remove any 3 sided polygones (triangles) as it removes any "pinching" and should remove that strange ripple effect evident on the bottom right corner.

Having said that, it's not really visible with the texture :doubt:
Title: An asteroid!
Post by: Mobius on May 08, 2007, 07:54:19 AM
I hope FS won't crash if I put 2-3 asteroids like yours in a mission.

Do you want to create different asteroids and release a package? Vasudan Admiral did the same, but his asteroids have limited dimensions(cruiser or corvette size at max).
Title: An asteroid!
Post by: VA [TI] on May 11, 2007, 03:36:50 PM
Quote from: LieutenantGeneralMobius;71139
I hope FS won't crash if I put 2-3 asteroids like yours in a mission.
You don't have to worry about that. ;)
Title: An asteroid!
Post by: Mobius on May 11, 2007, 10:07:52 PM
I have my doubts ;)

Anyways, great work with these asteroids. They may be used for INFA...
Title: An asteroid!
Post by: takashi on May 11, 2007, 11:08:59 PM
or any mod with asteroid fields. maybe with some shaders/cell shaded textures they could be used for my mod.
Title: An asteroid!
Post by: Mobius on May 12, 2007, 04:13:34 PM
Of course - if this MOD turns out to have success, many members will use it :)
Title: An asteroid!
Post by: takashi on May 12, 2007, 04:19:27 PM
i barley have any progress other than a whole load of tables/old models. bug testing is lon and hard, especialy when you have to screw around with the game engine to get certain things to work. not to mention a 20.000 poly fighter im trying to tone down and map.