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3 Dimensional Chat / rts models WIP

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Gamers Gear
20
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Joined: 15th Jun 2006
Location: Sweden
Posted: 11th Feb 2009 19:44
Funny, I have been thinking of making an RTS aswell, but haven't we all?

Anyway, I like your way of thinking, but maybe you should nail down a timeline where the RTS takes place, maybe a sci-fi WWII <-> Modern day era like Red Alert? Maybe a pure sci-fi like Tiberian Sun?

You should probably try to work on different factions aswell, and a backstory on why they are in the conflict, that could help on the overal design of buildings, units, tanks and ect.
timmie124
18
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Joined: 29th Feb 2008
Location: some were in time
Posted: 12th Feb 2009 04:10
i already have a story line written out in my head the time line. Its hopefully going to be a mmorts sorta like Mankind or boundless planet im thinking about making different kind of factions but then i want every thing to be an equal balanced i was thinking about going as complicated as Beyond protocol style rts but i don't have the patents to put that kinda programming in.

Also Asteric your models are good but look completely like C&C

Asteric
18
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Joined: 1st Jan 2008
Location: Geordie Land
Posted: 12th Feb 2009 16:52
lol, oh well

heyufool1
17
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Joined: 14th Feb 2009
Location: My quiet place
Posted: 20th Feb 2009 00:14
Pretty good! I understand that RTS's should have low poly models but i think that the air carrier could use some more detail, mostly on the command part. Some antennas would be sufficient.
Aelin
17
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Joined: 18th Feb 2009
Location: Infront of my computer.
Posted: 20th Feb 2009 05:28
Quote: "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
"

Never use sub-surface/mesh smooth on realtime models, the end result is quite terrible.

I'm not looking to join any amateur teams, nor do I take requests.
timmie124
18
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Joined: 29th Feb 2008
Location: some were in time
Posted: 24th Feb 2009 00:52
Quote: "Never use sub-surface/mesh smooth on real time models, the end result is quite terrible."

the warehouse is really a sub surfaced box that was extruded and expanded at parts

lazerus
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Joined: 30th Apr 2008
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Posted: 24th Feb 2009 12:17
most models are etruded boxes, granted more complicated than that but its an rts so what do you expect?

Deathead
19
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Joined: 14th Oct 2006
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Posted: 24th Feb 2009 17:52
Quote: "most models are etruded boxes, granted more complicated than that but its an rts so what do you expect?"

They could be more detailed, but really most details are from textures.



Azunaki
17
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Joined: 11th Feb 2009
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Posted: 26th Feb 2009 05:33
really most of them are pretty good. the aircraft carrier could use some work and maybe the command center but other then that they are just fine.
timmie124
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Joined: 29th Feb 2008
Location: some were in time
Posted: 27th Feb 2009 01:34
Quote: "the aircraft carrier could use some work and maybe the command center"
funny those are the 2 I was going to redo

ozzi mad boy
17
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Joined: 25th Nov 2008
Location: Western Australia
Posted: 28th Feb 2009 14:34
any more progress timmie?

http://www.afrokid-fps.co.nr
Azunaki
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Joined: 11th Feb 2009
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Posted: 28th Feb 2009 22:36 Edited at: 28th Feb 2009 22:37
lol i just don't really like the shape of the command center it really doesn't make you think about it being a command center, its more like a weird traffic cone...

the aircraft carrier the shape isn't bad. but i don't think it has enough detail and i don't think the texture will help it enough.i was thinking like add things not redo it. (the tower and maybe add a side dock were the aircraft are taken down too. make)

also replace the giant thing on the side with a tower....
timmie124
18
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Joined: 29th Feb 2008
Location: some were in time
Posted: 20th Mar 2009 07:31
i know its been a while I'm doing this less and less but its becoming more of a hobby then a goal.


command center poly - 396

bomber - 216

new land factory(sub) - 585

new land factory - 251

i'm not sure if i want it subsurfed or not so you tell me

JLMoondog
Moderator
17
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Joined: 18th Jan 2009
Location: Paradox
Posted: 20th Mar 2009 18:54
Er..honestly the sub-models don't look very good. You can get much more detail with a texture map then more polygons. I'd consider cutting some polygons from some of these models. Some of the larger buildings you can get away with more polys, but as for the units, such as the tank and plane, you could cut the polys in half and I doubt you'd see the deference in-game.

BMacZero
20
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 21st Mar 2009 00:59
Subsurfing is really only effective on organic models. For the stuff like land factory, the subsurf takes a nice, rigid, industrial building and makes it a blob

Also, the bomber should look more aerodynamic - try longer wings, and taper them more.

I don't think those were as good as your last batch



ozzi mad boy
17
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Joined: 25th Nov 2008
Location: Western Australia
Posted: 21st Mar 2009 12:29
these are prety good but i have a few ideas/ complaints

the 'Comand center' is more like a house and it usualy makes the builders, try make it longer and maby give it a stelite dish on the roof, or a few of ariels (to make it look comanish) and it also looks subed.

the land factory sub looks weird, too round. try put a roof area on it sorta like this http://i172.photobucket.com/albums/w37/aussiemadboy/factory-1.jpg
(for the cars to drive under, looks cooler)

the bomber looks cool, more like a futuristic space ship.

good work so far tho keep it up and you'll get better.

http://www.afrokid-fps.co.nr
timmie124
18
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Joined: 29th Feb 2008
Location: some were in time
Posted: 16th Apr 2009 05:21
thanks to recent harddrive failure i have lost just about every thing that was ever done on this project so yeah, ive learned to back things up for now on

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