+14K polys? That's not right. Where's your detail coming from?
Re: m1a1 work in progress
Posted by sgtfly on Sun Feb 20th at 7:09pm 2011

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Posted by sgtfly on Sun Feb 20th at 7:09pm 2011
You got me I'm a real amateur when it comes to modeling. I could be way off but my best guess is around 14k. Maybe I'm looking at tri count or edges, who knows. I really have no clue what I"m doing. There's no real way to know from my understanding.
Doesn't matter though if it works in game.
Doesn't matter though if it works in game.
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Re: m1a1 work in progress
Posted by Le Chief on Mon Feb 21st at 12:07am 2011
Posted by Le Chief on Mon Feb 21st at 12:07am 2011
Wow sorry to hear that sgtfly. I can't help but feel extremely violated at the thought of myself being conscripted to go to war. Hopefully a time will come when people can discuss and resolve conflicts responsibly rather than the primitive option of war resulting in the waste of lots of money and human life.
It's best to think/model in triangles when you're modeling props for Source because all the polygons will be broken into triangles when you export it to the game engine anyway so it's better to not use n-gons or create extra polys and try to take advantage of the extra flexibility you have with triangles.
All your extra polys may be coming from the wheels and other circular things. A model like this should be around 2000-4000 polys (which equates to 4000-8000 tris assuming all the polys are quadratic) and although it would work in game, for performance reasons you should always try to optimize the mesh of your model when you can.
Just for reference, the most detailed LOD model for Alyx is 8744 tris, the combine apc is 5202 tris and the air boat was 5944 tris.
Quoting "sgtfly"
You got me I'm a real amateur when it comes to modeling. I could be way off but my best guess is around 14k. Maybe I'm looking at tri count or edges, who knows. I really have no clue what I"m doing. There's no real way to know from my understanding.
Doesn't matter though if it works in game.
Doesn't matter though if it works in game.
It's best to think/model in triangles when you're modeling props for Source because all the polygons will be broken into triangles when you export it to the game engine anyway so it's better to not use n-gons or create extra polys and try to take advantage of the extra flexibility you have with triangles.
All your extra polys may be coming from the wheels and other circular things. A model like this should be around 2000-4000 polys (which equates to 4000-8000 tris assuming all the polys are quadratic) and although it would work in game, for performance reasons you should always try to optimize the mesh of your model when you can.
Just for reference, the most detailed LOD model for Alyx is 8744 tris, the combine apc is 5202 tris and the air boat was 5944 tris.
Re: m1a1 work in progress
Posted by sgtfly on Mon Feb 21st at 4:51pm 2011

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Posted by sgtfly on Mon Feb 21st at 4:51pm 2011
I know I triangulated it, so hopefully it is lower that I expected. Bad thing is I have to start over with some texturing, the wife shut down my computer when I was out and I lost some texturing data. Not a big deal but now I have to start over with some of it.
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Re: m1a1 work in progress
Posted by Orpheus on Mon Feb 21st at 5:03pm 2011

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Posted by Orpheus on Mon Feb 21st at 5:03pm 2011
*gasps*
Oh no.. Tell me Killroy wasn't a passing memory??!!??
Oh no.. Tell me Killroy wasn't a passing memory??!!??
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Re: m1a1 work in progress
Posted by sgtfly on Mon Feb 21st at 8:21pm 2011

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Posted by sgtfly on Mon Feb 21st at 8:21pm 2011
No kilroy will be there I'm just gonna get a better one a better on drawn up for the final version now.
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Re: m1a1 work in progress
Posted by sgtfly on Tue Mar 1st at 12:48am 2011

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Posted by sgtfly on Tue Mar 1st at 12:48am 2011
Okay this is it, I'm only making one texture as of now for it. I hope to get it out this weekend after I assemble all the textures together.
I may make another one later for it but.... it was a real pain.
If someone wants to make more I'll GLADLY send you the ao map I put together for it, and the any other files you'd need.
Here's the final look for it, hope you like it.






I may make another one later for it but.... it was a real pain.
If someone wants to make more I'll GLADLY send you the ao map I put together for it, and the any other files you'd need.Here's the final look for it, hope you like it.






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Re: m1a1 work in progress
Posted by Le Chief on Tue Mar 1st at 1:09am 2011
Posted by Le Chief on Tue Mar 1st at 1:09am 2011
Looking good mate.
Some remarks though, is the writing on the tank supposed to be spray painted on? If so I suggest you search for a spray paint font, there's some really good ones out there that look convincing.
Also the lines on the side of the tank in the first screenshot looks like they were added in ms paint. They should be a bit more subtle and not look like they were plopped on top of the texture, a normal map may help to make it look more convincing.
Some remarks though, is the writing on the tank supposed to be spray painted on? If so I suggest you search for a spray paint font, there's some really good ones out there that look convincing.
Also the lines on the side of the tank in the first screenshot looks like they were added in ms paint. They should be a bit more subtle and not look like they were plopped on top of the texture, a normal map may help to make it look more convincing.
Re: m1a1 work in progress
Posted by Orpheus on Tue Mar 1st at 1:53am 2011

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Posted by Orpheus on Tue Mar 1st at 1:53am 2011
I think it looks great. I cannot comment on the paint except to say that some of it on a real tank will be stenciled and some graffiti. As far as game tanks go, this ones as good as any I have seen and better than most.
Good job bud.
Good job bud.
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Re: m1a1 work in progress
Posted by sgtfly on Tue Mar 1st at 2:36am 2011

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Posted by sgtfly on Tue Mar 1st at 2:36am 2011
I haven't done any normal maps or such yet. I'm gonna tweak it yet but the texturing is basically done as far as grunge and color. This was a b***h to get the AO maps to come out right for some reason.
I have an expert coming to help me out with the texture so it should get updated later.
I have an expert coming to help me out with the texture so it should get updated later.
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Re: m1a1 work in progress
Posted by Crono on Tue Mar 1st at 3:14am 2011
Posted by Crono on Tue Mar 1st at 3:14am 2011
If you wanted some extra pizazz you should build a very high poly version of the tank (based on the same low poly version ... technically you're suppose to make the high one first then simply it) ... use some software (can't remember the name) to make a normal map based on the difference in detail in the high and low poly models, and you will get some awesomely detailed low poly results.
You're suppose to use this for displacement mapping ... but it would work for normal mapping too (they operate on the same principle)
You're suppose to use this for displacement mapping ... but it would work for normal mapping too (they operate on the same principle)
Blame it on Microsoft, God does.
Re: m1a1 work in progress
Posted by sgtfly on Tue Mar 1st at 12:40pm 2011

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Posted by sgtfly on Tue Mar 1st at 12:40pm 2011
You can do it all with any high end 3d program and PS, I didn't know how at the time to do that. I do now but maybe my next build of something I will build a hp first.
I was using softimage xsi 2011 trial when I built this it is a bit different than the Mod Tool, my son in law is getting me a license for Modo which I have to learn all over again.
I'm thinking a Bradley would go along with the M1 real nice.
I was using softimage xsi 2011 trial when I built this it is a bit different than the Mod Tool, my son in law is getting me a license for Modo which I have to learn all over again.
I'm thinking a Bradley would go along with the M1 real nice.
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Re: m1a1 work in progress
Posted by sgtfly on Thu Mar 17th at 11:40am 2011

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Posted by sgtfly on Thu Mar 17th at 11:40am 2011
Sorry I haven't got this out or posted about it lately, but the wife has me remodeling some of the house right now. Just finishing up the back hallway so I should be able to get back to work on it soon.
My daughter and son in law are gonna be home next week so I have to get this remodeling finished. She is pregnant with our (a girl, their first) sixth grandchild, so I don't want the house all torn apart or unsafe.
My daughter and son in law are gonna be home next week so I have to get this remodeling finished. She is pregnant with our (a girl, their first) sixth grandchild, so I don't want the house all torn apart or unsafe.
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Re: m1a1 work in progress
Posted by Orpheus on Thu Mar 17th at 7:04pm 2011

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Posted by Orpheus on Thu Mar 17th at 7:04pm 2011
Congrats on the grand baby... In advance.
I know the line will form soon so I am jumping the gun a bit.
I know the line will form soon so I am jumping the gun a bit.
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Re: m1a1 work in progress
Posted by sgtfly on Thu Mar 17th at 10:32pm 2011

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Posted by sgtfly on Thu Mar 17th at 10:32pm 2011
Thanx Orph, we're all excited about it. We only have 1 g-dau right now and 5 g-sons so this is exciting.
They were a bit disappointed because they will miss the Valve vaccation this year, but they are coming home instead. I plan on picking his brain alot when he's home!
They were a bit disappointed because they will miss the Valve vaccation this year, but they are coming home instead. I plan on picking his brain alot when he's home!
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Re: m1a1 work in progress
Posted by G4MER on Thu Mar 17th at 10:33pm 2011
Posted by G4MER on Thu Mar 17th at 10:33pm 2011
Better get a better bra to cover them nipples, don't want to poke the babies eye out.
The tank is looking great by the way!
The tank is looking great by the way!
Re: m1a1 work in progress
Posted by Crollo on Sat Apr 2nd at 6:03am 2011
It's best to think/model in triangles when you're modeling props for Source because all the polygons will be broken into triangles when you export it to the game engine anyway so it's better to not use n-gons or create extra polys and try to take advantage of the extra flexibility you have with triangles.
Oh fuck no mate, I don't care if you're modelling for source or not, that is singlehandedly terrible advice. Do not rely on triangles, and do not ever use that mindset, triangles are absolute shit to deal with, and absolutely messy. When modelling, always use quads or polygons, otherwise you're making everything unnecessarily more difficult on yourself, and making your model an absolute bitch to work with.
Posted by Crollo on Sat Apr 2nd at 6:03am 2011
Quoting Le Chief
It's best to think/model in triangles when you're modeling props for Source because all the polygons will be broken into triangles when you export it to the game engine anyway so it's better to not use n-gons or create extra polys and try to take advantage of the extra flexibility you have with triangles.
Oh fuck no mate, I don't care if you're modelling for source or not, that is singlehandedly terrible advice. Do not rely on triangles, and do not ever use that mindset, triangles are absolute shit to deal with, and absolutely messy. When modelling, always use quads or polygons, otherwise you're making everything unnecessarily more difficult on yourself, and making your model an absolute bitch to work with.
Re: m1a1 work in progress
Posted by Riven on Sat Apr 2nd at 9:23pm 2011

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Posted by Riven on Sat Apr 2nd at 9:23pm 2011
I agree Crollo,
I wouldn't imagine it would be possible to model strictly with triangles; even if you're modeling for Source, it may be in your best interest to use n-gons to get the look you're going for, and then cut them up afterwards. -But I still wouldn't suggest doing that, since then if you wanted to make changes, you're kinda screwed sticking with just a jumble of triangle meshes. Which for non-organic type models would stink having to select faces and move around over and over.
Source does this automatically for a reason. I would imagine you just need to play it smart and make informed decisions about the number of polys you're creating when everything gets converted into triangles.
I wouldn't imagine it would be possible to model strictly with triangles; even if you're modeling for Source, it may be in your best interest to use n-gons to get the look you're going for, and then cut them up afterwards. -But I still wouldn't suggest doing that, since then if you wanted to make changes, you're kinda screwed sticking with just a jumble of triangle meshes. Which for non-organic type models would stink having to select faces and move around over and over.
Source does this automatically for a reason. I would imagine you just need to play it smart and make informed decisions about the number of polys you're creating when everything gets converted into triangles.
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Re: m1a1 work in progress
Posted by Crono on Sun Apr 3rd at 2:07am 2011
Posted by Crono on Sun Apr 3rd at 2:07am 2011
As far as I'm aware, in graphics land. Getting cut into triangles from quads, or whatever, is something you do when you're done and prepping it for the game.
The fact that it's triangles in game is for rendering purposes. But it makes no sense to make creating the model overtly complex to satisfy the renderer when there's no real reason since subdividing polygons is a pretty simple task for the modeler (program)
The fact that it's triangles in game is for rendering purposes. But it makes no sense to make creating the model overtly complex to satisfy the renderer when there's no real reason since subdividing polygons is a pretty simple task for the modeler (program)
Blame it on Microsoft, God does.
Re: m1a1 work in progress
Posted by Le Chief on Sun Apr 3rd at 3:27am 2011
It's best to think/model in triangles when you're modeling props for Source because all the polygons will be broken into triangles when you export it to the game engine anyway so it's better to not use n-gons or create extra polys and try to take advantage of the extra flexibility you have with triangles.
Oh fuck no mate, I don't care if you're modelling for source or not, that is singlehandedly terrible advice. Do not rely on triangles, and do not ever use that mindset, triangles are absolute shit to deal with, and absolutely messy. When modelling, always use quads or polygons, otherwise you're making everything unnecessarily more difficult on yourself, and making your model an absolute bitch to work with.
Just because you can't handle triangles doesn't mean that was bad advice, maybe you should stop being so lazy and practice? We're talking about games here where performance is crucial, any professional 3d artist would just frown at you for not taking the extra effort to produce a more optimised model.
And I didn't mean you have to build the model using triangles from the start, although sometimes that is better to do particularly for organic models. You can build the model using polygons/n-gons and then convert the model to a mesh (triangles) and optimise it by merging/manipulating the vertices.
Posted by Le Chief on Sun Apr 3rd at 3:27am 2011
Quoting Crollo
Quoting Le Chief
It's best to think/model in triangles when you're modeling props for Source because all the polygons will be broken into triangles when you export it to the game engine anyway so it's better to not use n-gons or create extra polys and try to take advantage of the extra flexibility you have with triangles.
Oh fuck no mate, I don't care if you're modelling for source or not, that is singlehandedly terrible advice. Do not rely on triangles, and do not ever use that mindset, triangles are absolute shit to deal with, and absolutely messy. When modelling, always use quads or polygons, otherwise you're making everything unnecessarily more difficult on yourself, and making your model an absolute bitch to work with.
Just because you can't handle triangles doesn't mean that was bad advice, maybe you should stop being so lazy and practice? We're talking about games here where performance is crucial, any professional 3d artist would just frown at you for not taking the extra effort to produce a more optimised model.
And I didn't mean you have to build the model using triangles from the start, although sometimes that is better to do particularly for organic models. You can build the model using polygons/n-gons and then convert the model to a mesh (triangles) and optimise it by merging/manipulating the vertices.
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