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FPSC Classic Models and Media / [LOCKED] Stargate - My First FPSC Model

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MSon
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Posted: 5th Jan 2009 01:18
This is my first FPSC Model, but im unsure if it will actually load this due to size, so I need advice as to if FPSC has a maximum Vertex, ect for a model, as so far, i've only got one side of the portal.

The texture is 2.11MB, the model is 1.87MB as a 3DS Model, but when i converted it into .Obj, its now 161MB, and that's not a misprint, 161MB, Why did it jump so much when i changed format, and will the .X format be smaller than this?

Thanks for any help answering this, and now all post 2 pics of it below.

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MSon
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Posted: 5th Jan 2009 01:20 Edited at: 5th Jan 2009 01:22
This pic is straight out of ModelMagic3D which i made it in


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heltor
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Posted: 5th Jan 2009 01:21
if your textur is a tga convert it to dds this might help on the size

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MSon
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Posted: 5th Jan 2009 01:23 Edited at: 5th Jan 2009 01:25
And this is a Render in Blender

Edit: Thanks, i just changed the format to PNG

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MSon
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Posted: 5th Jan 2009 01:38 Edited at: 5th Jan 2009 01:39
I can also alter the settings to made it smoother, this will proberley be lower in size, but i prefer the origional as i think it looks more real.


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Dar13
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Posted: 5th Jan 2009 02:10
looks good to me(im a fan of the show) you planning on making a stargate game?

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
MSon
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Posted: 5th Jan 2009 02:23
I like stargate, but not really looking to make a game of it, just fancied trying to make an FPSC Model as i've not done it before, although if someone where to use this in it, it may slow there game down a little.

Vertices = 739479
Triangles = 14755220
Normals = 859513

This is only half of the model, Its so many because I made a Heighmap to built this to get more detail, then exported the HeightMap to 3DS, I think the texture was a screenshot of one of the eposodes with a StarGate in Space, I cut the gate out for a Texture.

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Dar13
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Posted: 5th Jan 2009 02:29
Ihat will make FPSC run at 0 fps. I'm not kidding. Even on the best rig FPSC will make that lag at least at 1 fps maximum, if that.

I know not with what weapons WWIII will be fought but WWIV will be fought with sticks and stones-Albert Einstein
MSon
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Posted: 5th Jan 2009 04:09 Edited at: 5th Jan 2009 04:37
its a pity if this wont work in FPSC, because i've just finished one side, (Pic Below), Theres a few loose bits around the edge to remove, but I think this is as good as i can get it.

I've edited the Light Map to make it a bit lighter sa it seemed a bit dark above, and altered it to make the Extrusions on letters/lights/ect more Prominent

Shame, It would look good in a game

Everyone Be Cool, You, Be Cool.
MSon
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Posted: 5th Jan 2009 04:13 Edited at: 5th Jan 2009 04:20
Heres a Blender Render Close Up

If you can think of how to improve this, then let me know.

I'll try and export to x Object now to test in FPSC, just for the sake of trying, but the Model is 165MB in 3DS

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MSon
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Posted: 5th Jan 2009 04:30 Edited at: 5th Jan 2009 04:39
3DS Version is working in all my 3D Apps except Milkshake which crashes due to Poly Count, I just tried to export to .x, and Blender crashed I take it thats not a good sign

Pic Below shows the object, it looks shrink rapped in Polystyrene, but all the white bits are poly's set to Transparent, if i remove all these then i assume this will shrink the size, but that will be a job for another day because i've just noticed its 3:30AM, 1 whole day for almost half a model, but i think still worth it.


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Osiris
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Posted: 5th Jan 2009 05:53
Hmm, it would probably be easier to go in and make a really contrasty bump map for everything instead of a height map, that way it could be really low poly and you could still throw the texture over it. Also then you wont have that spiking around the edges where the pic fades off.

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You will be dearly missed.
heltor
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Posted: 5th Jan 2009 05:58 Edited at: 5th Jan 2009 06:00
I just made the model in 3ds max at 144 poly's, 11 kb

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Avid
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Posted: 5th Jan 2009 11:39 Edited at: 5th Jan 2009 11:41
You just used a displace modifier on a very fine grain setting. That is by far the worst way to model anything except terrain.

How would I make it? Use a cylinder with a hole in it. 144 polies would get you a nice stargate. 14.7 MILLION tris will not. In contrast, the new Battlestar Galactica model is only 3.4 million, and is considered one of the most detailed 3d models used in production filming.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
MSon
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Posted: 5th Jan 2009 13:22
In my defense i cant really model, so this was the easiest way to get what i wanted, im going to remove all the unused poly's which should cut a few million off, then i can reduce poly count further by applying only every other poly if required, but removing unused polys first seems sensible.

Originally i did search online for a good Stargate model, but there was nothing for less than about £50 that i liked which is why i tried making this.

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MSon
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Posted: 5th Jan 2009 15:11 Edited at: 5th Jan 2009 15:15
By altering a few settings i've managed to get this down to just under 1 and a half mil Poly's without losing anything, would this be any better for FPSC?

Its still got all the Transparent Poly's so it will drop further once there gone.


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Aaagreen
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Posted: 5th Jan 2009 17:01
In FPSC you're looking at about 500-1000 polies maximum, for good FPS speed.

The image that you've made "3d" looks a lot like the Garrys Mod stargate..

Your signature has been erased by a mod - Please reduce the combined size to 600x120 maximum size
MSon
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Posted: 5th Jan 2009 18:04
I've just searched under "Garrys Mod stargate", Looks pritty good.

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Avid
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Posted: 5th Jan 2009 19:00
I've attached a dead simple image of one I just made in a few minutes. It's 192 polies. If you look at what I've done, you'd see that I basically did a boolean subtract operation on a cylinder and then applied a flat texture to the front. It lacks any detail, but that's the kind of base quality you should be aiming for. The top down approach DOES NOT work. Start with a base primitive, either a box, cylinder or sphere and work upwards. Those programs that try to make a 3d model from a scene are no good.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
Jade
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Posted: 16th Apr 2009 01:53
err are you gonna distribute it? I LOVE Stargate Atlantis and could really use it.

Just a nub trying to figure it out ^_^
AOTD Creator
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Posted: 16th Apr 2009 06:30
haha that's awesome!

0_0 "I killed them all and it wasn't funny."
meteorite
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Posted: 16th Apr 2009 18:28
Large bump, try to check the date on old threads from now on, so we dont get these large bumps.

"I can't imagine what this place would have been like if I hadn't found you here." - BJ Hunnicutt
Jade
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Posted: 8th May 2009 22:30
WELL?! R ya? Oh and if you do it should come with two textures, the second one with blue lights instead of orange.

Just a nub trying to figure it out ^_^
A r e n a s
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Posted: 10th May 2009 14:38
You dude could we have a download?

http://arenas4146.webs.com/
Jade
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Posted: 20th May 2009 19:49
... Hello?

"What is it with you and ascending women?" -Dr. Mckay from SGA- ^_^
Avid
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Posted: 20th May 2009 21:04
Try making one yourself? I already explained how I made mine.

Visit my site http://www.fpsmodels.com for models and media for fps creator.
The Next
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Posted: 20th May 2009 21:41
Its kinda obvious guys the artist is gone stop bumping this now, get off your backside and make it yourself.

The Next
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heltor
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Posted: 21st May 2009 01:29
Great Advice The Next

"our only limitation is your Imagination" - heltor

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