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3 Dimensional Chat / First Tank/APC

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tjaabee
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Posted: 30th Oct 2008 22:13
Hello everyone! I started working on this thing some time ago, but I now need some inspiration for things to add to it. It's a kind-of futuristic APC (Assault Personel Carrier) or, well, a combination of a tank, AA-vehicle, and APC.

I'm modeling it in Anim8or, planning to texture it in GIMP, and, maybe, animate it in Fragmotion, if I can find out a way to animate it (never animated anything before, I've only been modeling for around 10 months). I then, if I reach my dream, plan to import it into FPSC as an animated enemy vehicle (with a custom gun etc.).

Right now it's got around 600 faces, I have optimized it a bit, but I'm looking for some ideas to do so further.

So please post C&C!

I really apologize for the long post...

Best.

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Alucard94
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Location: Stockholm, Sweden.
Posted: 30th Oct 2008 22:48
That sphere thing on the top of it has way too many polygons, you could remove a lot of the subdivisions and still maintain the same look of the model.


Alucard94, the member of the future of the past.
tjaabee
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Posted: 30th Oct 2008 22:53
Thanks for your comment, in which way do you mean? The horizontal or vertical?

Best.

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New World Order
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Posted: 30th Oct 2008 22:54
Hi,
the model looks pretty nice already, somehow reminds me of the APCs in Red Alert I (I luvvved that game ).
I really agree with Alucard on the sphere thing though(cockpit or turret or something?..) I'm guessing that it takes up more than 75% of the faces right now. If you are placing premade sphere-meshes, try tuning down the number of edges for it (I dont use anim8or, so I'm afraid I can't help you with how exactly you do it...)

as for inspiration for additional features... well I can really reccomend googling for "army tank" or something you get lots of pictures with "stuff" to add to the model, some spontaneous ideas would be:
-turret/machinegun
-AA-missile-launcher
-radar-dish
-"smoke-launchers" these triangular things with lots of "barrels" to deploy smoke screens
-spotlights (for the front)
-a hatch for the crew (or two..)
-a periscope
-exhaust-pipes
-an antenna...
tjaabee
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Posted: 30th Oct 2008 22:57
New World Order, thanks for your post! I will see what I can come up with, but now I have to go to sleep. More shots and updates later!

Best.

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New World Order
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Posted: 30th Oct 2008 23:01 Edited at: 30th Oct 2008 23:02
here's what I think we mean with the sphere thing (red lines as new edges) ... well maybe not exactly but the result would really not be much different (visually! - it will be way more effective )
g'night

edit: i hope you don't mind me adding those lines to your pic in photoshop

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tjaabee
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Posted: 31st Oct 2008 13:03 Edited at: 31st Oct 2008 13:21
No problem with the lines, I'm working on it right now.

EDIT: Remodeled the tower thinggie, polycount has fallen to 292 polies! It did help a lot, it's almost got the same roundness. See attached pic:

Best.

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Seth Black
FPSC Reloaded TGC Backer
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Posted: 31st Oct 2008 13:31
...nice looking model.

The drop in polys is a great improvement...


Alucard94
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Posted: 31st Oct 2008 13:56
Well the same problem still exists tjaabee, all you did was make a huge N-Gon (A face with more than 4 sides) on the top.
I suggest removing the sphere and then making another one with less divisions (Say, 8) and then just delete half and place it there again, seeing as that's probably the way you made the current one.


Alucard94, the member of the future of the past.
tjaabee
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Posted: 31st Oct 2008 15:59
I see the problem Alucard, I had some tries to remodel it, but for now I'm gonna keep it as it is. I have also added a hatch, sadly it got a bit too high-poly when subdividing, I had to merge alot of faces, but it still, sadly, has a polycount of 162 faces. Urgh...

Total polycount is now at 456 polys. Pic:

Best.

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tjaabee
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Posted: 31st Oct 2008 16:02
Close up pic of hatch, it just seems like a poly mess if seen from far, like in the last pic...

Best.

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New World Order
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Posted: 31st Oct 2008 16:22 Edited at: 31st Oct 2008 16:27
oh hehe okey it really did look like mess^^ forgive me for saying so, but in the first pic the hatch looks even worse than the tower (polygon-efficiency-talking^^)
I tried to visualize what I mean in a pic, check it out

edit: it's really surprising how much of the plasticity and detail of a model are made by textures (even more so of course when you use normal maps..) When you take a look at models from commercial games you will be surprised how very "un-detailed" they are in the mesh and how much the illusion of realism is only due to textures..

but this is all really just meant to help you on your way! your model is really good already and you sure have alot of talent keeping polycounts low is something you just have to get used to and in time it'll be second nature

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tjaabee
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Posted: 31st Oct 2008 16:29
No problem, I'll see what I do next, but about your hatch comment, did you take a look at the second pic of the hatch?

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New World Order
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Posted: 31st Oct 2008 16:40
I did
And it only confirmed my point that row of faces in the middle that goes inwards.. I don't think it really has to be there. You can simulate that effect of a gap or what you would call it later on with a texture.. if the edges went straight up, instead of inwards, up and out again and up AGAIN, you would save 3 rows of polygons.. but that is not my *main* point
"roundness" is nice, but honestly.. if this is supposed to be used in a combat game, NOBODY is going to notice and admire if there is that extra nice row of smooth, round polys ontop of the hatch^^ they are probably going to be under fire scramble to cover instead and hope for an acceptable fps (which is dependent on the polycount of your models obviously
But I don't want to keep pummeling you with this sort of stuff just keep in mind that many "graphics" things will go completely unnoticed in a good game, and that *efficient* (not neccessarily LOW, but EFFICIENT!) modeling is key - put polys where you really need them, cut them out where they won't matter anyway

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