[RENAMED] Goth's Blender (mis-)Adventures!
- Goth Zagog-Thou
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[RENAMED] Goth's Blender (mis-)Adventures!
Just something that I'd like a critique on. This is my second attempt at creating a body. No name yet. I think I'm hooked, however.
Please critique and pass along any tips. And yes, I know my mesh needs to be mirrored. I couldn't get y and z mirroring to cooperate.
[EDIT] Lines are straight now on the rear end.
Please critique and pass along any tips. And yes, I know my mesh needs to be mirrored. I couldn't get y and z mirroring to cooperate.
[EDIT] Lines are straight now on the rear end.
- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Made some more today. First is the Mobile Command Center turret: Features the latest in Project Radar and Ranging systems, complete with Doppler Rangefinding and High-Output Battlefield Networking.
And it's .blend file:
And it's .blend file:
Last edited by Goth Zagog-Thou on 13 May 2011, 19:44, edited 1 time in total.
- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Next is the Falcon Super-Heavy Body. It's the newest line of Project chassis, designed for heavy turrets. Seats four, can accommodate eight.
And the .blend file:
Yep, I'm definitely hooked on modeling. Yes, I've joined the Darkside, and yes, they have cookies.
And the .blend file:
Yep, I'm definitely hooked on modeling. Yes, I've joined the Darkside, and yes, they have cookies.
- Rman Virgil
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Goth Zagog-Thou wrote:Made some more today. First is the Mobile Command Center turret: Features the latest in Project Radar and Ranging systems, complete with Doppler Rangefinding and High-Output Battlefield Networking.
And it's .blend file:
Keep it up.
If WZ's MP battle GPMs are ever to evolve out of their essentially predictable 1997 conception (based exclusively on the millennia old, one dimensional front line, analog maneuver model) into true dynamic, coordinated multiple vector, 21st century, digital, asymmetric, velocity warfare tacs & strats - THIS baby will be the bedrock of that evolution in game play (along with Qt widgets and javascript).
- Rman.
.
- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Thanks Rman.
I had an idea while working on Cam4's map. We need more real-life features. Things like fueling stations and grocery stores and the like. I'm sure in 2086 they had need of those.
To that end, I made this:
And it's .blend file.
I had an idea while working on Cam4's map. We need more real-life features. Things like fueling stations and grocery stores and the like. I'm sure in 2086 they had need of those.
To that end, I made this:
And it's .blend file.
- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
And a futuristic Greenhouse. How does it fit into Warzone? No idea.
And its' corresponding .blend file.
Enjoy. GPL 2 like always with my stuff. Do what ya can with it.
And its' corresponding .blend file.
Enjoy. GPL 2 like always with my stuff. Do what ya can with it.
Re: [RENAMED] Goth's Blender (mis-)Adventures!
It's a nice start you got there
I especially like the gas station. With some texturing, it would make for an excellent feature.
I'd like to give you this advice, though. When doodling around, trying to visualize your ideas etc, just model without caring too much of polygon flow, topology etc, like you do now. However, when you do the final model, try to plan your polygons as much as possible, not adding any vetices that don't serve any particular purpose, like defining the shape or preventing too much stretching of faces. Also delete any faces that will not be visible before texturing...
I especially like the gas station. With some texturing, it would make for an excellent feature.
I'd like to give you this advice, though. When doodling around, trying to visualize your ideas etc, just model without caring too much of polygon flow, topology etc, like you do now. However, when you do the final model, try to plan your polygons as much as possible, not adding any vetices that don't serve any particular purpose, like defining the shape or preventing too much stretching of faces. Also delete any faces that will not be visible before texturing...
-insert deep philosophical statement here-
- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Thanks Jorzi. I like the Gas Station too. I was reading about UV unwrapping for doing the textures, and once again I found myself doing the deer in headlights thing.
I had a great idea this morning without caring too much about the poly flow. Problem is this beast has upwards of 1200 polys, WAAAY too many to be used in-game (even if there will only be one per player). But it sure looked cool to me.
And the .blend:
So yeah, I get what you're saying.
I had a great idea this morning without caring too much about the poly flow. Problem is this beast has upwards of 1200 polys, WAAAY too many to be used in-game (even if there will only be one per player). But it sure looked cool to me.
And the .blend:
So yeah, I get what you're saying.
Re: [RENAMED] Goth's Blender (mis-)Adventures!
I understand the "deer in the headlights" feeling, there's pretty much stuff going on in blender and sometimes you just don't find the basic stuff so easily.
Your new command center concept is nice and I don't think the polygon flow is that bad
I quickly did a ploygon reduction for you to see, using tools like delete -> edge loop, which is really good for taking away unnecessary edge loops without leaving holes in the geometry.
Also just deleting stuff and using the f-tool to fill in new faces...
Your new command center concept is nice and I don't think the polygon flow is that bad
I quickly did a ploygon reduction for you to see, using tools like delete -> edge loop, which is really good for taking away unnecessary edge loops without leaving holes in the geometry.
Also just deleting stuff and using the f-tool to fill in new faces...
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- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Wow, big difference. It's not all cluttered up now Looks like it's down to half of what it had before.
Completely useable now
I had a question about scaling: do objects appear the same relative size in-game as they do in Blender? I don't want things *too* large.
Completely useable now
I had a question about scaling: do objects appear the same relative size in-game as they do in Blender? I don't want things *too* large.
Re: [RENAMED] Goth's Blender (mis-)Adventures!
Scaling is entirely dependent on which exporter you use and WMIT gives you the option to rescale before exporting, but if you use the blender exporter(which is a bit outdated) you can import a model for reference.
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- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Yep, using 2.49b. Did that on purpose so I could compare with .pie. The scripts bork occasionally on some, though, but they generally work. It runs better on my machine anyway than 2.5x. Seems to be faster all-around, really. Heh.
I took a look at PieSlicerDX, and holy CRAP that's a lot to take in. Yikes...
I took a look at PieSlicerDX, and holy CRAP that's a lot to take in. Yikes...
- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Moving right along, I've been doing some more modeling here and there, improving my technique. The Falcon body has seen MUCH improvement, and is in a nice but not over-detailed state.
Made some more features, including an upscale house, a Superdome (maybe they played Pyramid there before The Collapse?) and different takes on Fuel Storage.
I'm just putting this stuff into a pack -- GPL 2.0. Do what you can with them.
Made some more features, including an upscale house, a Superdome (maybe they played Pyramid there before The Collapse?) and different takes on Fuel Storage.
I'm just putting this stuff into a pack -- GPL 2.0. Do what you can with them.
Re: [RENAMED] Goth's Blender (mis-)Adventures!
Nice progress:) Falcon body is looking cool, but it still has quite a few extra polys. I challenge you to reduce its polycount to half of what it has now
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- Goth Zagog-Thou
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Challenge accepted.