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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 19 May 2011, 17:36
by Goth Zagog-Thou
Here's the stats:
Old One: 162 verts, 325 edges, 132 faces.
New One: 56 verts, 119 edges, 62 faces.
And it still looks like it should.
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I believe I've exceeded the specifications for the challenge.
You all have a great day.

Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 19 May 2011, 20:18
by Jorzi
Very nice indeed

I'd say you are a natural.
Now it's also much easier to uv-unwrap

Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 20 May 2011, 00:22
by Goth Zagog-Thou
Got me in the mood for getting some work done.
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MUCH more poly-reduced version, and I think it looks BETTER than the original.
[EDIT] Forgot to even say what it was.

This is the poly-reduced version of the Mobile Command Center Turret.
Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 20 May 2011, 11:44
by Jorzi
Looking good

Also, the mesh is very clean, you seem to be getting the hang of low-poly modeling quite fast.
One small optimization suggestion though (see image)

Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 20 May 2011, 18:53
by Goth Zagog-Thou
Thanks Jorzi.
The addition of those edges will make the unwrapping work better/easier, correct?
Also, I got another body made last night. This is the lightest of the three new bodies I'm making. This one is called 'Hawk'. Eagle will be the medium-body model for this series, and I'll make that today.
The Hawk body is a two-seater designed for recon and medium combat roles.
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 20 May 2011, 19:59
by Jorzi
I just meant that you can delete the middle vertex to get a lower triangle count.
Have you been looking at uv-unwrapping/seams yet?
Btw the light body looks nice, fits the style of the other one. Maybe a few more details?
Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 20 May 2011, 21:33
by Goth Zagog-Thou
Yep, I can do that. I was thinking that it could use the intake vents like on its' bigger brother.
And I'll change the MCC turret as well.
Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 20 May 2011, 23:14
by Goth Zagog-Thou
Alrighty, made the upgrades to the Hawk body:
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Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 22 May 2011, 12:28
by Jorzi
Looking good

I checked the mesh and it still has a few weird spots, but nothing serious...
If you get weird black lines it means that the normals are inconsistent. You can recalculate them by selecting all the faces and pressing ctrl+t (if you didn't know that already)
Re: [RENAMED] Goth's Blender (mis-)Adventures!
Posted: 22 May 2011, 20:02
by Goth Zagog-Thou
Thanks Jorzi, that info is
extremely helpful. Had no idea it could do that. Remember, Blender noob here.
I'll get to the MCC turret fixes today. I've been dealing with damage to the house from weather and flooding, and it's really been a pain. On the upside, things are finally shaping up and I can get back to designing soon.