Mech Makes: Models

Created at
Index progress
Ongoing
Watchers
4
Recent readers
0

this thread is made primarily in protest of the Egosoft forum's downright unfair image-size...

Mechanis

Confirmed Techpriest
Location
Deep Net
this thread is made primarily in protest of the Egosoft forum's downright unfair image-size limit and shitty posting interface (which requires you to manually hit a button to insert BBcode rather than registering keyboard shortcuts like LITERALLY EVERY OTHER FORUM EVER and also doesn't care what you have selected, your BBcode tags and smiles are going at the end of a post. formatting is SUCH A PAIN IN THE PATOOSHKI, I SWER TO GURD) and because I finally figured out how to get my 'untextured' models to not be invisible in the pretty renders.













(seriously, these are PNGs the size of glossy photos, and they're still too big to post there.)
 

belted this out in only ~8 hours or so- and most of that was vertex-level fiddling with that fancy smooth bit at the front.

also my usual mix of kitbashed and pure original I use when trying to fit with a theme.
 
*Flees*
 
Me likee, want moar.
More specificaly, I like the old school feeling they have, reminds me of good stuff like Freelancer.
Also, I'd be curious to see the wireframe/polycount.
 
yeah, that's kinda what I was shooting for.

as for polycount, it varies. I've always worked to use the least polys I can get away with on the main hull, so I have more budget for fiddly greebly bitz- but with modding stuff, I tend to use a lot of kitbashing since it's a relatively 'easy' way to stick to a theme. so most of the stuff posted here is an odd blend of my fairly basic minimal-polys style and X3's "Poly budget? what's that?" insanity.

... protip: if your first LoD reduction turns the ship into a vaguely ship-shaped blob, you have too many polys.
(seriously X3's LoDs are painful because while the full lods are fairly nice (if somewhat repetitive given their insistence that a couple of tapers and stretches with a couple different greebly bits are sufficient for making an entirely different class of ship, arrrrgh!) the moment you zoom out they dissolve into barely-recognizable blobs. it's sad... and it makes the video enhancement goggle's zoom function effectively useless, since aforementioned model recycling makes distance visual identification an absolute bear.

and then there's things that make me go "WHY" like a tank model with exquisitely modeled tread geometry and a barrel that's made of like ten polygons total WHY
 
(After a quick google search, I'm pretty sure I never heard of X3 :x )

Oh yeah, I encountered the tank thing at work, like I get this character model to skin/rig and the button on his shirt are modeled, not in the normal map. There is eight of them, each totalling 48 quads...
And then I look at the legs and they are 8-sided.
WHY
(also the shoelaces were very highpoly, even tho they are hidden under the pants legs.)
 
yeah. I see all KINDS of stuff like that. it's like, I can't decide whether they finish the model and wanted to use up the poly budget, or spent four hours on a thing and then went OH SHIT POLY BUDGET.
 
In that case it's more a case of 'what is poly budget ?'
Usually this kind of stuff is seen on the chars made by freelancers.
Also I had a fun one the other day, this guy wears a cape, so the freelancer thought that he could lower the polycount by, guess what ?
Deleting the shoulders
Yes.
 
Back
Top