Ribot 3D Art
#26
Posted 05 November 2008 - 16:16
now you can look at it again and add some details where realy needed
-{Aston Martin 4ever}-
"the earth does not deserve to touch my feet"
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....... (-,____==o___.´ ..............` --
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#27
Posted 05 November 2008 - 17:15
and @Ellipsis: and
Edited by Abourror, 05 November 2008 - 17:19.
#29
Posted 05 November 2008 - 19:07
#30
Posted 05 November 2008 - 22:43
hmm, you have to learn which details you can add with the skin
try to make that model with 400-550 polys and same amount of details (with the skin)
then it will be great
I know it's not very polite to show my own models for example but
305 polys
416 polys (775 with rockets and landing gear)
maybe you can see what I mean
Edited by IPS, 05 November 2008 - 22:46.
-{Aston Martin 4ever}-
"the earth does not deserve to touch my feet"
......... -.___.--"------ ................./ /
........ / ]: [][ I ]..........=======/
....... (-,____==o___.´ ..............` --
--`-------`---..........
#32
Posted 12 November 2008 - 14:34
#33
Posted 12 November 2008 - 15:44
and unless you have real eccesive amounts of polies (say more than 10000) the game won't lagg, because the things that produce the most lagg are ai, particle effects, locomotors(and pathfinding) and the physics for a bit...
more polies however as you have prolly experienced, means more skinning work, but when you do not have problems with that, the poly count is not something to worry about....
Great model
Edited by pirate, 12 November 2008 - 15:47.
#34
Posted 12 November 2008 - 16:49
the originaly WarFactory have 2500 poly ...
this gots only 1700... and it is a building on the ground ... no flying thing (more something like scrins Airpad)
and i reduced it to 1600 now...
greetz
Edited by ribot1980, 12 November 2008 - 16:57.
#35
Posted 12 November 2008 - 21:40
Have you actually modded C&C 3, or are you just used to modding Generals?
Units in C&C 3 can have poly counts in excess of 3000 (for the large ones ~2000 for smaller ones), and vertex count of up to 2000 (they some times go above that, but that is the recomended vertex budget).
Well, structures and large units actually have the same vertex budgets.
The thing that matters more in C&C 3 is the number of separate meshes on your model.
I do of course agree that unneded polies should be removed, but C&C 3 can still handle them.
Edited by Chronosheep, 12 November 2008 - 21:44.
#36
Posted 12 November 2008 - 22:07
nice work btw
Edited by IPS, 12 November 2008 - 22:50.
-{Aston Martin 4ever}-
"the earth does not deserve to touch my feet"
......... -.___.--"------ ................./ /
........ / ]: [][ I ]..........=======/
....... (-,____==o___.´ ..............` --
--`-------`---..........
#37
Posted 14 November 2008 - 14:13
here 3 new renders ...
with two modified Model (poly reduced )
GDS Maverick (638 poly final)
Hermes Class small Cruiser
builded on Starport
2+2 AG/AA Plasma weapons
and the Starport (1552 poly final)
and finaly the GDS Stardust (702 poly final)
Goliath Class Drone Carrier
ordered (like Mothership) on starport
contains 4 Drone fighter (comming soon)
2 AA Highspeed maschineguns (fires quickened aluminium Shells)
!!! All displayed Models don´t contain any Anis, particle systems or something else...!!!
if ya interested in for converting into MODs, contact me via PM , this models are avialbale in 3DS format and including Texturedata
Free for Use...
I will only model and skin things , i am not a coder for mods...
The only thing please, i want to test the MOD first
Edited by ribot1980, 15 November 2008 - 00:51.
#39
Posted 16 November 2008 - 18:59
Today I would like my and your attention to the Brotherhood directed,
because this was not idle and developed the technology of Banshees ...
1. The Banshee Fighter (662 polys)
2. The Banshee Bomber (712 polys)
Hope u enjoy and happy conquering
Greetz Rib
#40
Posted 16 November 2008 - 19:52
#44
Posted 21 November 2008 - 15:48
this i call learning by doing...
and it works... the way step by step
Now i need to know something about modding...
The last time i did give up modding course game game crashes down everytime,
and fixing Animations, Particle systems i don´t know everything ...
and without it wont be looking good...
so again, if there is somebody interests in these Models , contact me via PM...
Greetz RIB
Edited by ribot1980, 21 November 2008 - 15:49.
#46
Posted 14 December 2008 - 04:30
-Jordan
#48
Posted 24 January 2009 - 05:01
Edited by TunguskaM1, 24 January 2009 - 05:02.
#49
Posted 24 January 2009 - 23:07
http://www.cnc-insid...2598,1,0,0.html
Greetz Rib
Edited by ribot1980, 24 January 2009 - 23:08.
#50
Posted 30 January 2009 - 21:01
i did find another CnC3 Model and thought about, why i don´t modify it a bit ...
so here i present to ya:
the Cyclopse
an experimental Walker drone
classification:a medium Combat Walker between the Wolverine and the Titan
Weaponssystems: 2 hugh 20mm Automatic maschineguns
Strong vs. infantry, light vehicles and Aircrafts
weak vs. heavy vehicles
1994 poly (no bones and effects including)
but it need more work its only the first step...
Greetz Rib
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