4 million wayward polygons

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cathuria
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4 million wayward polygons

Post by cathuria »

This one came out a bit different than I expected. I think I got caught up in imagining how such a thing would work, and kind of lost the original morphology. :-S It's shape is a bit different, but I think it still looks kinda tuff.
I normally use my artillery in vehicles (for rapid redeployment and to get the experience advantage), but I figured the emplacements needed a bit of spotlight time as well.
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Chojun
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Re: 4 million wayward polygons

Post by Chojun »

Menacing :)

Although I'm willing to bet that the Hellstorm is robotically belt-fed instead of breech-loaded. Especially if the shells weigh inwards of 70-80 lbs each :cool:

Nice work :)

EDIT:

Oh, and the shells look like this:
APFSDS Round
APFSDS Round
APFSDS.jpg (4.32 KiB) Viewed 9268 times
The sabot is connected in three sections and peels away when it reaches the higher pressure of the outside air (outside of the barrel, that is).

I think you have great attention to detail. Fantastic work.
Last edited by Chojun on 31 Oct 2008, 16:42, edited 1 time in total.
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MetalBeast
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Re: 4 million wayward polygons

Post by MetalBeast »

Awesome work man, you a real gifted at highpoly modelling abilities.
Can't wait to see it textured.

Greetings MB,

P.S. If you like please visit my 3D modelling page (I'm specialised to low poly ingame modelling)
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wari
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Re: 4 million wayward polygons

Post by wari »

That looks amazing, I'm in absolute awe!

Also, as an aside, Artillery would never fire an APFSDS Round, they're tank ammunition!
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Re: 4 million wayward polygons

Post by Kamaze »

Stunning, as always! :3
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elio
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Re: 4 million wayward polygons

Post by elio »

amazing :...: O_O
Per
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Re: 4 million wayward polygons

Post by Per »

Simply stunning.
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Re: 4 million wayward polygons

Post by fisk0 »

that is just about the coolest thing I've seen this year.

Fantastic work. I tried to create some Warzone based renders myself, but they all end up as low poly ugly unidentifiable crap.
After almost 10 years of trying to learn Lightwave and Blender I think I'd consider people like you, who can create such realistic models, Godlike.

My jaw was almost dislocated in awe. :)
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Olrox
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Re: 4 million wayward polygons

Post by Olrox »

Indeed nice work.
As said before, the shells would have no meaning being apfsds (Armor Piercing, yes; discard sabot... maybe; fin stabilized, no way!), so they are all right as they are.
Also, it would look nicer if you added a concrete chamfered base, making the link to the ground more logical.

You usually make texture pages or just apply separate materials?
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Zarel
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Re: 4 million wayward polygons

Post by Zarel »

Ridiculously well-done, like everything else you've modeled. Assuming this is a Hellstorm emplacement, I don't think you lost the original morphology at all. Now, if this was a cyborg factory... ;)

So... are you going to color it?
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Black Project
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Re: 4 million wayward polygons

Post by Black Project »

cathuria wrote:This one came out a bit different than I expected. I think I got caught up in imagining how such a thing would work, and kind of lost the original morphology. :-S It's shape is a bit different, but I think it still looks kinda tuff.
I normally use my artillery in vehicles (for rapid redeployment and to get the experience advantage), but I figured the emplacements needed a bit of spotlight time as well.
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Great work :!!!: :D
Tiberian
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Re: 4 million wayward polygons

Post by Tiberian »

wallpaper'd
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Buginator
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Re: 4 million wayward polygons

Post by Buginator »

You sure that is 4 million? I only count 3.6 million... ;)

Nice job, as always. :3

You *really* need to make a HI-RES opening cinematic that we can use. :)
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cathuria
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Re: 4 million wayward polygons

Post by cathuria »

Thanks for the comments, folks!
The look of the piece comes from my imagining that the Hellstorm would be function like a full-recoil automatic rifle with a helical magazine (that last part mostly 'cause helical magazines look cool) :)
I built it as if all three barrels rotated, with firing, ejecting, and loading happening at the three different points. As for the base, I built it that way because I envisioned a multi-purpose, temporary emplacement (and, really, I think way too much about these little things, don't I?)
Although the idea of a disposable and stolid concrete base is interesting, too.

And yes, coloring it comes soon -- Olrox: since I'm almost exclusively a still-image artist, I use mostly multi-layered procedural materials for all my texturing work, with occasional custom-painted UV maps when they'll do the best job.
(On a related note; you folks keep hinting for me to do an animation -- which, frankly, is quite flattering -- but being equally frank, I'd have to point out that I haven't done any animating in almost five years. You may yet provide me with enough motivation to risk my fingers on such a project, but first, I'll have to learn how to animate stuff ;) )
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cathuria
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Re: 4 million wayward polygons

Post by cathuria »

MetalBeast wrote:Awesome work man, you a real gifted at highpoly modelling abilities.
Thanks, but it's a question as to whether it's a 'gift' or an 'affliction' :D
I really enjoyed your gallery; very fun stuff -- but, I know if I tried to model stuff with so few poly's, it'd look like crap.

I tried to do a low-res game model for the dev's here a while back -- the only way i could do it was to build a high-poly original and bake the details onto a low-poly proxy -- and even that came out with ten times the poly's they were used to. O_o

"Damn the poly-count, full speed ahead!!"
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