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3 Dimensional Chat / RTS Work in Progress

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ozzi mad boy
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Posted: 27th Feb 2009 14:58 Edited at: 27th Feb 2009 16:46
i'd like to thank Timmie124 for inspiring me to make these
as i was going through my programs i saw my old copy of TGEA (Torque Game Engine Advanced) so i updated it and brought the RTS starter kit from the Garage Games Store. Now i am making some RTS models and will be making a game with them (the game will be sort of like the Command and Conquer™ Generals™ game) I was reading on the internet that for a big vehicle and/or building the poly count would be max of 700, so i have made these (i will update when i have made more)

Note: These are not Textured at the moment (obviously )

SCUD Missile Launcher (622 Polygon's)


http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 27th Feb 2009 16:46
Update, I just finished the Tank

Tank (728 Poly)


Please post some C&C

http://www.afrokid-fps.co.nr
The Next
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Posted: 27th Feb 2009 16:51
These look ok actually for RTS models they are very good and a good poly level as well good work.

knxrb
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Posted: 27th Feb 2009 16:53 Edited at: 27th Feb 2009 16:53
They look great

ozzi mad boy
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Posted: 28th Feb 2009 03:58 Edited at: 28th Feb 2009 03:59
thanks for comments guys

Factory is done


Factory (809 poly)



Factory to scale with tank inside



http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 28th Feb 2009 05:48
the Airfield is now done (can hold up to 4 aeroplanes and hold 2 helicopters (repair)


Airfield (632 Poly)


http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 28th Feb 2009 10:22
Update,

I am making a Humvee (all RTS's need em )

this is what it looks like atm
Humvee (407 poly)


http://www.afrokid-fps.co.nr
bergice
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Posted: 28th Feb 2009 11:52
Great work!

NEW: Intel(R) Core(TM)2 Duo CPU P8600 @ 2.40ghz 4gb ram 32-bit | OLD: 3.19GHz - 7600GT - 1GB - Windows XP
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ozzi mad boy
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Posted: 28th Feb 2009 12:16
thankyou

Humvee No Weapon (551 Poly)


please give some C&C
Weapon variations of Humvee are in progress

http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 28th Feb 2009 12:58 Edited at: 28th Feb 2009 12:59
Update,

Weapon Variation 1 for humvee.

Humvee Rocket Launcher (691 poly)


http://www.afrokid-fps.co.nr
Gingerkid Jack
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Posted: 28th Feb 2009 13:03
Reminds me of C&C Generals

TheCleverGuyz
ozzi mad boy
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Posted: 28th Feb 2009 13:10
a new humvee variation,

humvee wagon (551 Poly)


http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 28th Feb 2009 14:32
new weapon for Humvee,

STA Launcher (surface to air)

Humvee STA Launcher (893 poly)


C&C?

http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 28th Feb 2009 17:08 Edited at: 28th Feb 2009 17:09
update,

Made my First Jet

Mig-21 (616 Poly)


Mig-21's in the new updated Airfield


please post so i know how good these realy are/ aren't and how to improve them

http://www.afrokid-fps.co.nr
Sid Sinister
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Posted: 28th Feb 2009 19:07
Hah, nice low poly stuff. Can't wait to see them all textured!

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
Azunaki
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Posted: 28th Feb 2009 21:50
yea the models are good but its the texture that will really decide on how good it is.
ozzi mad boy
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Posted: 1st Mar 2009 07:18
just an example of the path im going down with textureing

its not anywhere neer finished (not my textures, just as a place holder untill i made my own)



C&C please

http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 1st Mar 2009 10:28
updated the humvee

Humvee (845 poly)



http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 2nd Mar 2009 16:20
i thaught i'd go for the scifi style of look, i call it the Crab mech

Crab Mech (922 Poly)


http://www.afrokid-fps.co.nr
Azunaki
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Posted: 3rd Mar 2009 02:37
i like the mech.
=Acid=
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Posted: 3rd Mar 2009 11:12
There all looking very good. Each time you make a new object please post a wireframe next to it. It gives the rest of us a better understanding on how we can help you to optimize your models. Your humvee which is 850 poly's is insanely high. Game engines don't actually count poly's they count triangles. If you turned triangles on if your using 3ds max, it would be 1700 polys. Double because it has to turn quads into triangles.

Some of this stuff is pretty high poly for an rts. I understand that your trying to make this as low poly as you can, some specific areas don't have any smoothing groups. Smoothing groups are essential to making your model look smooth without actually adding any geometry.

Still, your making a great attempt at this stuff, so have one

Azunaki
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Posted: 4th Mar 2009 02:05
...why would it add more poly's to make it into a triangle it would only add a line down the center of it.
BMacZero
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Posted: 4th Mar 2009 05:29 Edited at: 4th Mar 2009 05:30
Quote: "Your humvee which is 850 poly's is insanely high. Game engines don't actually count poly's they count triangles. If you turned triangles on if your using 3ds max, it would be 1700 polys. Double because it has to turn quads into triangles. "


Most likely not true. For one thing, you don't know how many of the 850 polygons are already triangles. For all we know it's already triangulated and the 850 is a triangle count.

I do agree that the polycount is on the high end for an RTS, but whether it is acceptable or not will depend on the game. How closely the player will be seeing their units, and how many units they'll most likely have at once, can affect your target polycount.

@Azunaki
Making the quads into triangles doubles the polycount because each quad counts as one face (a quad being 4 connected vertices). However, when a quad is triangulated, it is now two triangles, which are each counted as seperate polygons.

=Acid=
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Posted: 4th Mar 2009 05:29
You don't actually add more polys to make it a triangle. When it's actually inside a game engine, most of them auto triangulate the mesh which increases the polycount usually by double. I'm just mentioning it's usefull to turn on triangle count to keep track of how many polys you are really using as well as how it helps you optimize the mesh.
Toasty Fresh
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Posted: 4th Mar 2009 08:16
Woah whoa whoa, they're veeeery high poly for an RTS.

Too much detail on the wheels, that STA launcher's barrels need not be hollow. Make them un-hollow, and put the hole in when texturing.
Azunaki
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Posted: 4th Mar 2009 09:22
...oohhh so it goes the big file size way instead of using mathematics to create a line between them....but i don't see how it doubles it 2 triangles would be 6 not 8...

@toasty
those really aren't that high poly. theres a point were you sacrifice quality for poly count. if he lowers them too much they would start not to look like what they are supposed too....and putting a hole in with a texture would look stupid. its ment to go in not be flat on top. but in the end we couldn't give him very great advice with out having an idea of how the camera would be angled at the objects. because like i said with the texture a hole in if its angles directly at the hole you could do that but if its angled across it that wouldn't work very well so an extra 10 poly's would be worth it.
BMacZero
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Posted: 5th Mar 2009 01:30
Quote: "but i don't see how it doubles it 2 triangles would be 6 not 8..."

6 and 8 whats?

Does this help?



Azunaki
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Posted: 5th Mar 2009 07:39
...so then a poly is the whole (verts edges) ... ok i think mi get it. i was thinking verts, and two triangles would be 6 verts (not 4 doubled(8)
Alucard94
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Posted: 5th Mar 2009 07:55
Two triangles would be 4 vertices. (If they are attached that is)


Alucard94, the member of the future of the past.
Toasty Fresh
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Posted: 5th Mar 2009 12:31 Edited at: 5th Mar 2009 12:33
Quote: "those really aren't that high poly. theres a point were you sacrifice quality for poly count. if he lowers them too much they would start not to look like what they are supposed too....and putting a hole in with a texture would look stupid."


No, it would not. You are completely wrong, I'm afraid. Many models that I've seen use techniques such as this. God, play an RTS like Halo Wars, I bet you a fifty you'll see this at least once. It's okay for larger models like a massive cooling tower or something, but not for tiny things with not much detail, like a humvee.

Here's a demo. Does the attached pic really make a huuuge difference compared to the second one?

Toasty Fresh
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Posted: 5th Mar 2009 12:32 Edited at: 5th Mar 2009 12:33


Sure, you can see a difference, but who cares? If that's gonna be on a tiny little missile pod then nobody will notice.
Samoz83
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Posted: 5th Mar 2009 22:51
one thing i don't like is the size of the runway compared to the size of the planes but other than that nice models.

darimc
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Posted: 6th Mar 2009 12:50
But, if you play spore, the models are really high poly, and it doesn't lag at all.



lazerus
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Posted: 6th Mar 2009 21:17
thats beacuse there constantly changeing the LOD 's and the and the engine its uses works quite well, saves on polys and that sort of thing, \'smart' engine

ozzi mad boy
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Posted: 9th Mar 2009 08:51
ok, i been reading what you guys said and have updated them (still anywhere up to 1.2k poly tri'ed tho )

here are some more.

Apache 748 poly


Artillery Tank 890 poly


Command Center 1406 poly


Crane 1594 poly


patriot tank 1086 poly




http://www.afrokid-fps.co.nr
Sid Sinister
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Posted: 9th Mar 2009 09:48 Edited at: 9th Mar 2009 09:59
Your on a great track so far! After seeing some more wires, it's time to add my two cents.

When creating models that will be used in a game engine that uses vertex lighting, it is important to have even edge flow over every model so that it lights evenly across the mesh. On the same token though, edge edge must be used with a purpose. If you can do without it, get rid of it unless you really need it to keep a balanced lighting solution (example: A long hallway would need more poly's than just one long one for the walls). Having said this, I think you can still squeeze a few poly's out of your models.



On the helicopter in particular I'm noting a long of triangulation that shouldn't be happening along with a few edges you can do away with. The middle edge loop cutting through your model can be removed, unless you have or want that raised and it's adding value to the model. It's hard to tell without being able to rotate it around. Also, the highlighted areas are a big wtf.

This is what your edge flow should be looking like after the changes. The green tri lines can be turned either way, I just did it so you can get an idea.



Let's work on this one and then move onto the others. If you need any help cleaning up the geometry, just let me know. I bet we can drop the poly count on that command center to 500 or so. A lot of poly's can be removed from your other models as well.

EDIT: I'd also like to mention something else as well. For poly's that will NEVER be seen, delete them. Why add it to the polygon count if it's not important? Why have one more item on your UV template if you can delete it to save room for others? Sometimes doing this is taking things too far, but it's a good tip none the less.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
-Computer Animation Major @Baker.edu-
BMacZero
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Posted: 9th Mar 2009 16:06
A good rule to remember is to look for straight lines and completely flat faces. If they have any extra vertices or polygons, delete 'em and reconnect. (I'm mainly looking at the windshield of the patriot, the front bumper of the SCUD, and most of the command center ).



Gosub
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Posted: 9th Mar 2009 17:03
If you get too confused with the tank tracks world war 1 tanks used to have small metal sheilds over the mechanics for turning the tracks speaking of which how are you going to rotate the little wheels on the vehicles?
timmie124
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Posted: 10th Mar 2009 02:47
wow those look great better then my stuff. hey hows that platform from Garage games working i saw that on there sight and there wasn't really a lot of feed back

ozzi mad boy
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Posted: 14th Mar 2009 18:19 Edited at: 14th Mar 2009 18:23
im in the middle of moving atm so i havnt had much time on the pc lately and i am only on Dialup , i have textured some over the last few days with the little time i have.

here is what i have come up with
Note that i didnt read the posts since my last post so i couldnt edit the models how you said would be less poly.



its the airport and helicopters.

P.S,

i would apreciate any and all help to reduce most if not all of my models to under the 500 poly range with out reducing the quality .


Quote: "A good rule to remember is to look for straight lines and completely flat faces. If they have any extra vertices or polygons, delete 'em and reconnect. (I'm mainly looking at the windshield of the patriot, the front bumper of the SCUD, and most of the command center"


thanks i never noticed that before i will fix it asap

will post more later

http://www.afrokid-fps.co.nr
lazerus
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Posted: 14th Mar 2009 21:22 Edited at: 17th Feb 2020 14:52
ill help, need to get off my lazy ar## lol

email me the models and ill reduce them as much as i can

REMOVED BY ADMIN AT REQUEST OF AUTHOR


cheers cb
Insanity Complex
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Posted: 15th Mar 2009 03:13
It would help more if you gave him tips to reduce them himself as he won't usually be able to just pass them off to someone else to reduce the poly count for him


www.aeriagames.com <-They have some decent ones
lazerus
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Posted: 15th Mar 2009 12:40
tou chea (two-chay)

fair enough but i think that ill be able t oshow him more clearly where to lose polys if i have the models,

Ill be able to show the spot/s where they need to be reduced and where they can be saved using renders, of that regions

think of it as proof reading lol

ozzi mad boy
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Posted: 16th Mar 2009 04:25
i'll e-mail them to you when i get ADSL (next few days hopefully)
as long as i get to change them as i will be putting them in a game that i may sell (need all the models to be made/textured by me) but you'll be credited as a Tutor/teacher

P.S,
is my texturing any good?

http://www.afrokid-fps.co.nr
ozzi mad boy
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Posted: 2nd Apr 2009 07:14
ok im making a few more and texturing now
i'd like to have some ideas of what to make next

http://www.afrokid-fps.co.nr
lazerus
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Posted: 9th Apr 2009 01:11 Edited at: 17th Feb 2020 14:51
still havnt had an email,

try

REMOVED BY ADMIN AT REQUEST OF AUTHOR

only just got back around to this thread. so many other things to do lol.

ive got jsut under 2 weeks off so send them soonish if you can.i want to get back to my Dom entry
sneaky smith12
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Posted: 14th Apr 2009 05:48
Windshields on the Humvees? just try to lower the polys is my only suggestion... I would expect half as much since these are for an rts and the majority of them will be visible while they are on the screen. FPS can get away with a bit higher poly models just because they have fewer objects on the screen. They can get away with one tank while in an RTS you might have a group of 50 tanks all attacking one structure.

If at first you dont succeed, LOWER YOUR STANDARDS.
Quik
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Posted: 14th Apr 2009 20:32
looks nice so far ^^


[Q]uik, Quiker than most

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