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3 Dimensional Chat / Helicopter Model

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RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 10th Dec 2006 20:41 Edited at: 10th Dec 2006 20:42
Just pumping out another creation;



The low poly version is about 300 polygons, and after a quick smooth the hi poly version is about 600 polygons.

Im using it for my NVidia Compo Entry, its the vehicle the main character uses to escape an air craft carrier before it explodes. Hopefully :p.

Oh yeah, I designed it to be futuristicish, so its meant to be curvy instead of blocky like the known choppers (like the apache or black hawks).

- RUC'

Roxas
19
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Joined: 11th Nov 2005
Location: http://forum.thegamecreators.com
Posted: 10th Dec 2006 21:03
Wow

Soul Alchemist W.I.P Thread coming soon!
DB newbie
19
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Joined: 13th Nov 2005
Location: um..... i dont remember.
Posted: 10th Dec 2006 22:11
wow is right

<img src="http://www.boomspeed.com/egraphics/75as4.gif" border="0" title="Adopt_one_today_from_pickle-green.com/egraphics!">
Xenocythe
19
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Joined: 26th May 2005
Location: You Essay.
Posted: 10th Dec 2006 22:41
Nice Stuff

-Mansoor Siddiquie

Seppuku Arts
Moderator
20
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 11th Dec 2006 00:20 Edited at: 11th Dec 2006 00:21
Its good, but try to avoid using subdivision to make things smooth in this sort of instance, there are other techniques of making things smooth with a lot less polygons. I mean with those poly's you could have had more detail, which would make it look much better.

And try your best to avoid triangles, they can ruin your model's geometry, which in turn can cause problems.

Nevertheless, it is good.

"Cut down the gods if they stand in your way" - Yamamoto Tsunetomo
RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 11th Dec 2006 00:27 Edited at: 11th Dec 2006 00:30
Thanks for all of the comments,

@Sep: I agree, I usually dont use smooth since its kind of a cheating way to make things look a bit better, but in this case I didnt really mind as I will be adding more things to it later. I usually spend up to about 2000 polygons per model for my games (atleast for vehicles), so with only 600 polygons as my current count ATM, Ive still got a lot of room to add some hatches, extrusions, and guns.

Also, I usually tend to traignulate certain parts of my model on purpose because dbp automatically triangulates any models imported in, so Id rather control the way certain parts are triangulated incase I think it'll mess up the model during import. Good tip though, I have noticed a lot that triangulation screws things up.

Thanks for all the input, Ill try to texture it soon/get it in the game for a video.

- RUC'

Scraggle
Moderator
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Joined: 10th Jul 2003
Location: Yorkshire
Posted: 13th Dec 2006 22:35
Nice model!

On a technical note ... since you have counter-rotating main rotors you don't need a tail rotor and vice-versa but since it is a game model I don't think anyone will care!

RUCCUS
19
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Joined: 11th Dec 2004
Location: Canada
Posted: 14th Dec 2006 00:15
, didnt even know that was what the tail rotor did. Thanks for the tip.

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