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3 Dimensional Chat / Current Models Progress

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Terrestrial Productions
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Posted: 27th Mar 2010 04:19
I am working on different models and here are the four that are done with modeling (unless changes are needed).





Hope I'm showing improvement. My personal favorite is the four wheeler.


Terrestrial Productions
mike5424
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Posted: 27th Mar 2010 09:49
The first one looks stretched.

The second one looks great! Game quality?

The third one looks like it has been smoothed(which is a good thing if you can achieve that with so little polys)

The forth one is a bit to high poly, The form of it is nice and the wheel's are great but as i said, Too high poly

---
Kira Vakaan
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Posted: 27th Mar 2010 13:17
@mike: By smoothed, did you mean subdivided?

I think I like the four-wheeler the best too.

A couple crits though. First, I'd be a little more careful with your use of triangles on the four-wheeler. They disturb the flow of the mesh. Also, are the center treads disconnected from the outer section of the wheel? It looks that way.

These are looking great! Keep it up
Hassan
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Posted: 27th Mar 2010 15:35
nice, but yeah the first one is stretched

Quik
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Posted: 27th Mar 2010 15:52
Quote: "The forth one is a bit to high poly, The form of it is nice and the wheel's are great but as i said, Too high poly "


AHAHAHAHHA

you havent catched up with todays racing games have you?

thiss polycount for this kind of things = 2-4 years back!

he can easily INCREASE the polies on the body, and keep the polies on the tires without any problems at all!

tho, for a game like GTA, it is too low

i had say increase it a bit, by adding more details to the body!


[Q]uik, Quiker than most
NickH
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Posted: 27th Mar 2010 16:38 Edited at: 27th Mar 2010 16:45
@Quik
I would agree about that model not having too many polygons. If it was being made for an Amiga500 I'd think again but now I think a thousand or 2 for the main character/ vehicle isn't asking a lot.

Good models, it'd be nice to see them textured. Are the tyre treads attached to the rest of the tyres? They look detached. The way i create tread for tyres is to create the basic wheel (lathe or primative) taking note of how many sides you give it. Delete all but one quad/ polygon around the outside. Bevel the tread or do whatever you want with that polygon and clone it around the centre. Theres a million and one ways to do anything of course
Terrestrial Productions
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Posted: 28th Mar 2010 03:21
Thanks for the Encouragement! The first one is actually my second . I think I need to work on that a bit more. The second one is my third, and it still looks blocky to me so I'm trying to make it more smoothish. My third one was my first, and you have NOOO idea how long it took to make. I first made the design, then smoothed it. Then I individually took the edges/faces/vortex's and deleted them trying to keep the shape. The fourth is my baby and the treads are a bit detached but, i'm trying to work out a metal frame in front that's "supposed" to be bullet proof. I was thinking the poly's were to high so I'm going to be diggin the detail. I would also love to see them textured but the sad thing is that I'm not very good with that but I'll try. Thanks again, and this isn't even a fourth of the models i plan to make...


Terrestrial Productions
Terrestrial Productions
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Posted: 3rd Apr 2010 03:03 Edited at: 3rd Apr 2010 03:05
Okay well I've updated the fourth model, and am going to work on another. Tell me if it needs more.









Terrestrial Productions
Terrestrial Productions
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Posted: 4th Apr 2010 04:30
Please give oppinions! I really want to do a good job. If I do good texturing how much money do you think this would be worth?


Terrestrial Productions
Quik
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Posted: 4th Apr 2010 04:45
looking awesome! love it^^ if you make an awesome texture + specular, bump, and reflective maps, all around 1024x1024px size then i believe, 1-5$ for it. make a few texture variations and throw em into a single download and we're up to 5-10 ^^ good luck.


[Q]uik, Quiker than most
SJHooks
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Posted: 4th Apr 2010 05:01
Pretty neat, but for some parts (like on the sides of the machine part) I see unorganization. Also...
Quote: "1-5$ for it"
Well if he made a truely amazing texture I'm sure it would sell for more. Esp if he animated it, then he could sell it as an indie model, but I see places where there are a lack of detail, such as the underneath of the vehicle, as in where the steps are for the seat.

Quik
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Posted: 4th Apr 2010 05:03
would it be possible to see the model without a wireframe overlapped?


[Q]uik, Quiker than most
Kira Vakaan
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Posted: 4th Apr 2010 07:38
Depending on where you sell it, I think you could make much more than $5-10. I found this on TurboSquid for $45 (granted, the artist is only getting 52% of it, but still... $23.40) and I don't think it's out of your reach. They didn't even include textures.

As for your model, again, I'd watch out for excessive triangle use, as they can really dirty up a mesh, like around the seat/top area.
Asteric
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Posted: 4th Apr 2010 15:01
Course nobody bought that model But like Kira said, if you can get a good presentation going, you can easily make some dough on Turbosquid.

Kira Vakaan
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Posted: 4th Apr 2010 20:32
Lol, I dunno though, the guy who posted that model had only five other models and with all six of them managed to make at least $500 total. Maybe some people actually did, which could be looked at hopefully.
Terrestrial Productions
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Posted: 4th Apr 2010 21:47
Thanks, the picture's will there later hopefully, and what do you mean by the triangles messing the thing up?

sjhooks- Is the unorganization for the 4-wheeler? That's the only one that's almost done.

I think that instead of selling these just for money, I might make variations of them that look less military, so I can sell those. I have around 15 models planned. I'm going to be trying to use them in a game I want to make, but I'm not to good at coding...


Terrestrial Productions
Kira Vakaan
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Posted: 4th Apr 2010 23:29
I think SJHooks and I are talking about the same thing. Here's a pic demonstrating what we're talking about:



The second mesh has a very clear structure that will really help make editing the mesh a lot easier. While this theory is especially crucial for subdivision modelling, or if you plan to subdivide the model at all, this is a good practice for even just polygon modelling.
Terrestrial Productions
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Posted: 5th Apr 2010 02:29
Mmmmm. That might work. I'll update it to see.


Terrestrial Productions
Blobby 101
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Posted: 13th Apr 2010 12:52
also, those polycounts are in quads, so the true polycount (tris) for that buggy / car thing is closer to 3382. Of course, it'll be slightly lower than that because i can see some tris in there already but still, I think that is a bit too much for a single vehicle.

They still look great though, I love the look of the last model a lot

Quik
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Posted: 13th Apr 2010 13:59
blobby: it all depends, for a FPS? maybe, depending on the rest of the games details, for a racing game? for christ sake higher it!


[Q]uik, Quiker than most
Blobby 101
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Posted: 13th Apr 2010 14:20
Quik: It also depends on the engine, i mean if he was planning on using this in DBP or FPSC then it's probably better to be around where it is now or lower. Plus, if you can fit the detail you need into this many polygons, what's the advantage in adding more?

Quik
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Posted: 13th Apr 2010 14:27
i dont see why everyone is comparing stuff to DBP or FPSC? yes sure, the forum is for them but srously, when iam making games i usually aim for the up to date stuff, or very low poly depending on what iam trying to achieve, we are not in the DBP or FPSC section, we are in GAME MAKING SECTION.
also i do believe that DBP can easily take this polycount for an racing game with 8 other cars of the same polycount dont u think?


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Blobby 101
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Posted: 13th Apr 2010 15:47
I suppose, yeah - Still, I stand by my last point - Good detail can be achieved perfectly well in this sort of poly count with a normal map and a good texture so I don't see why any more polies would help.

Terrestrial Productions
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Posted: 14th Apr 2010 03:44
Yes it all depends on what type of detail you want. If you want depth than more polies would be better, but others if you suck at modelling (me) lower tends to be cleaner. Sorry about not updating here i'm tryin to.


Terrestrial Productions
Terrestrial Productions
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Posted: 20th Apr 2010 03:25
Hello I have just posted 2 of the models above on Turbosquid for 1, and 2 dollars. They are untextured and unanimated, but will soon be.
http://www.turbosquid.com/FullPreview/Index.cfm/ID/528850
http://www.turbosquid.com/FullPreview/Index.cfm/ID/529078


Terrestrial Productions
Quik
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Posted: 20th Apr 2010 07:53
what about smoothing groups?


[Q]uik, Quiker than most
Terrestrial Productions
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Posted: 24th Apr 2010 05:03
what?


Terrestrial Productions

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