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3 Dimensional Chat / rts models WIP

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timmie124
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Posted: 17th Nov 2008 00:39 Edited at: 17th Nov 2008 00:40

factory - 70 poly count


fighter - 96 poly count


generator 29 poly count


tractor/engineer 86 poly count

CoffeeGrunt
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Posted: 17th Nov 2008 01:11
I like them, are you making this RTS? I think the last one could be made to be a little less....cardboard cutout-ish, if you get what I mean....

timmie124
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Posted: 17th Nov 2008 01:23
Quote: "are you making this RTS? I think the last one could be made to be a little less....cardboard cutout-ish, if you get what I mean...."


ive been wanting to make an rts for a wile. tried to get some friends together but none of them had the patients with blender and no one wanted to learn a programing language. so ive decided to take a crack at it made these models quite quickly but the last model after taking the second look i thought the same thing.

im curently attempting to learn darkbasic pro. and not quite sure if it would be a good language for one if any one has advice on that please tell me or pm me

BMacZero
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Posted: 17th Nov 2008 01:51
DarkBASIC Pro is great if you haven't done any programming before, it can take a large investment of time to learn (as with any programming language) but once you learn it, you can easily make a nice RTS.

I see that you have the right idea for the models - low-poly is best for an RTS (rhyme not intended). They get most of their detail from the textures. You should try your hand at texturing some of them and start practicing that before you go and make all the models.

timmie124
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Posted: 19th Nov 2008 05:54

163 polly count but its reducable probably down to 103

lazerus
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Posted: 19th Nov 2008 18:18
these seem a bit basic, maby spending more time on them will help?

BMacZero
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Posted: 20th Nov 2008 00:52
Can you possibly post a wireframe or two? We'll probably be able to help you reduce your polycount and give you some pointers then.

Insanity Complex
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Posted: 20th Nov 2008 00:59
Quote: "these seem a bit basic, maby spending more time on them will help?"


Basic form is good for an RTS, the real time should be spent on the texturing, imo.


www.aeriagames.com <-They have some decent ones
timmie124
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Posted: 20th Nov 2008 01:22 Edited at: 20th Nov 2008 02:29










i was planing to make the tracks on the tank into a texture and that should reduce the poly by 60

puppyofkosh
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Posted: 20th Nov 2008 02:56
The tractor looks like it has loads of pollies on the front side of that digger thing.
timmie124
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Posted: 20th Nov 2008 03:54
Quote: "The tractor looks like it has loads of pollies on the front side of that digger thing. "

yeah i relized i used way to many when i took the screen shot

Game Maker
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Posted: 20th Nov 2008 04:01
Quote: "or pm me"

There's no PMing system here.
BMacZero
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Posted: 21st Nov 2008 00:49
Yeah, other than the front of the tractor the wireframes look pretty optomized. Good job!

The tank looks a little long, though, you may want to grab the back end and move it closer to the front.

timmie124
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Posted: 21st Nov 2008 01:46




tractor now 38
hey i forgot how to texture the models and good tutorials out there?

BMacZero
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Posted: 21st Nov 2008 02:46 Edited at: 21st Nov 2008 02:51
Those look much better!

And now, a shameless plug:
Texturing Tutorial

Mr Tank
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Posted: 21st Nov 2008 02:48
Nice. I quite like these.

Skullhunter
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Posted: 21st Nov 2008 19:57
I would love to see these into a new RTS, as a big RTS Game lover I could really see these being used Good Job

I dream of a world, a world where there is a simple to use RTS ENGINE!

-Skullhunter
-Script Writer and Storyline Developer
-Project Xenophobe
timmie124
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Posted: 22nd Nov 2008 18:19
there is an rts engine out there but i dont have the money to spend on a i think its a 400 dollars liscence on the torque engine by garage games they have a kit disgned spacifcly for rts

CoffeeGrunt
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Posted: 22nd Nov 2008 18:45
These look very nice, I can't wait to see them textured....

timmie124
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Posted: 24th Nov 2008 04:24
would subsrufing these models be smart or should i keep them as sold or should i set smooth?

BMacZero
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Posted: 24th Nov 2008 04:26
Subsurf on models with a mostly boxy shape like these usually doesn't work too well, and it adds loads of polygons. I'd stick with this, when they're textured and in-game they'll look fine.

timmie124
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Posted: 25th Nov 2008 06:44
ok so its taking my longer to texture the models then i thought it would and i finaly finished the fighter and when i render none of the textures show up on the render i do have textface selected what is the problem also the lamp and camera are for what ever reason hidden

timmie124
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Posted: 26th Nov 2008 07:21
ok so ive run out of ideas for models if any one can throw around some ideas im currently texture the current ones i have made several others models that arnt poster here such as a camand center and a air factory

BMacZero
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Posted: 26th Nov 2008 21:50
Really? Out of ideas already? Ok .

Airstrip, Hangar, Watchtower, Walls, Barbed Wire Fence, Bridge, Humvee, Jeep, APC, Cargo Truck, Rifleman, Bazookaman, Spy, Bomber, Helicopter, SCUD, etc...hehe.

If you're planning on making this into a game, though, you should finish up the ones you have and just get them working in the engine before you go and make all the other models.

timmie124
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Posted: 26th Nov 2008 22:19 Edited at: 29th Nov 2008 00:13
i know i finaly found a partner that can do the texturing but im still learning dbpro and sense im still in highschool its taking more time then i had expected so i make the models in the meen time. and i thought about riflemen but i was thinking that the poly count would be extremly high and wouldn't good for what i plan to do, im wanting to make a MMORTS

timmie124
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Posted: 1st Dec 2008 07:04 Edited at: 1st Dec 2008 07:04
ok so im not the best of texturing but i decided to stop waiting for my friend to finish up doing some textures


and i halfed ass the wheals becuase i didnt think about the size of them

Dar13
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Posted: 2nd Dec 2008 00:10
that's not too bad. just use them as place holders until the finished texture is done.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
timmie124
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Posted: 2nd Dec 2008 07:09
so yeah as youved noticed i suck at texturing i have a couple of models that are realy well done but they suffer the problem of not showing up when there being rendered so heres the tractor again and sense it looks like a cardbored cut out i decided to sub surface it its now 176 polly count





BMacZero
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Posted: 3rd Dec 2008 01:41
The subsurf actually turned out pretty good! You need to fix up the texture a bit now, though.

Cyborg ART
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Posted: 4th Dec 2008 14:49
Send me the UVmaps and Ill texture them for you. Its a good way for me to expand my portfolio

Red Eye
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Posted: 6th Dec 2008 18:39
little bit low poly dont you think? maybe some detail


Red Eye Productions © Copyright 2008
Accoun
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Posted: 6th Dec 2008 19:24 Edited at: 6th Dec 2008 19:32
Quote: "little bit low poly dont you think? maybe some detail"
o_O? Those are RTS models, they have to be as low-poly as possible...

Make games, not war.

Alucard94
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Posted: 6th Dec 2008 20:37
He could still add quite a bit of detail and still remaining a proper poly count for a RTS. And the textures aren't really helping with hiding the boxish'ness that much either.


Alucard94, the member of the future of the past.
David Gervais
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Posted: 6th Dec 2008 21:14
Want a suggestion for the tractor? detach the shovel to allow you you UV it separately, and keep the subdivided version of the body. use box UV texture for the shovel and 'decal' UV from side for the body. I'm sure you will work it out.

Cheers!

timmie124
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Posted: 6th Dec 2008 22:02 Edited at: 6th Dec 2008 22:03
the tractors has been giving me so much trouble because its so much like a card board cut out i tried to redo it and it came out horrible
and were as details goes I'm planing to add more details to some models but others I'm not to worried about such as the fighter and the tank

timmie124
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Posted: 11th Dec 2008 22:11
i finised the majority of the uv mapping and texturing, it's taking me longer becuase finals are this week but i managed to squeeze in the time but i ran into some problems with Lith unwrap. i didnt used .x format becuase there would always be some error wile opening it up on lith and when i did sucseed i would try to import it on blender and nothing would come up so i deciced to use .obj instead. but when i import using blender every thing shows up so i do the whole process of adding the texture to the model. but when i render its all white i do have text face check off and im using blender

timmie124
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Posted: 16th Dec 2008 08:10
i have decided to trash all the majority of the models that are being showed on this thread because after taking a nice look at them i realized i could of done a lot better on them and so i have restarted by the end of tomorrow they ones that i had trashed should be reinvented

RUCCUS
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Posted: 16th Dec 2008 18:09 Edited at: 16th Dec 2008 18:14
Hey timmie, I whipped this up this morning. Was in the mood to model something low poly.



The model is 66 polygons, with a basic normal map, diffuse map, photoshop file of the diffuse, and the uv map for your own texture if you dont like the one I did. That plus the mesh in .3DS and .x is included in the download below. The shovel is a separate mesh incase you want to animate it moving up and down / remove it for a different variaton.

Use it, or dont use it, up to you.



- RUC'

timmie124
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Posted: 16th Dec 2008 22:09
Hey thanks ruccus saved me alot of time, I'm deffintly going to be using it

timmie124
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Posted: 17th Dec 2008 08:11

201 poly count tank


air carrier 28 poly count


AAtank poly count unknown for it has seemed to be lost


command center 109 poly count


turret 82 poly count

I'm also redoing the fighter just didn't feel like adding the wings tonight

Violent Pigeon
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Posted: 17th Dec 2008 18:40
Ha Ha, you have got me into this now xD I saw this and your new ones and decided to make a missile launching tank xD I wish I could get a position at a modern day or sci fi RTS Team as im just saving and abandoning my models xD

My MMORPG: check out the forums at http://www.mechtec.net/forum

BMacZero
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Posted: 17th Dec 2008 23:55
Cool, you're improving!

timmie124
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Posted: 18th Dec 2008 01:32 Edited at: 21st Dec 2008 05:06
Quote: "I wish I could get a position at a modern day or sci fi RTS Team as im just saving and abandoning my models xD
"


i think relic is hiring but you probably need a lot schooling

timmie124
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Posted: 21st Dec 2008 05:08

power generator 124 poly


artillery 118 poly count

timmie124
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Posted: 31st Dec 2008 10:33




progress is slowly coming along

Toasty Fresh
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Posted: 31st Dec 2008 10:51
Good stuff.

Here's a tip - You're using Blender, right? Try turning on ambient occlusion. If you don't know how, click into the shading tab, then world buttons, then click Amb Occ, then Ambient occlusion. It make your models look awesome.

timmie124
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Posted: 31st Dec 2008 11:35
wow what a difference thanks for the tip really brought out detail

timmie124
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Posted: 11th Feb 2009 06:57
Command center

air craft factory

mining facility

power generator

refinery

turret

warehouse


I've been slowly working on these been working with darkbasic getting used to that and this project is slowly fitting together

RUCCUS
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Posted: 11th Feb 2009 16:21
You need to work on adding a lot more detail to those textures. Look at my tractor model, theres barely a single polygon that uses the same texture detail as another one. It needs to look interesting and appealing from every side. Going into photoshop and creating a few layers of concrete or metal textures multiplied together off of the internet and wrapping it around your models isn't going to work. Think bolts, scratches, rust, worn off labels, wires, you can even texture on beveled / shadowed edges to give the impression of more polygons than there really is.

Asteric
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Posted: 11th Feb 2009 17:45
hey, if you need any help, i would gladly do so, here are some rts buildings i done over the past 20 mins, just quick ones but hey

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