Contribute 3D Models

Luxury Goods

This model is really a pain! With a limit of 350 tris I'm not able to model all those details of the blue print (i.e. really round cans with a nice looking lid on top).

This is an attempt for a LOD version with 320 tris.
Comments and suggenstions on how to improve it are very welcome!

(BTW: I've never seen such an item in WC Privateer. There is only luxury food.)
 

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The model looks good, put a nice texture on it and you're done with it...

Luxury Goods are stuff like:
Games
Movies
Artwork
Pornochips etc.
They transport them in these cargo containers.
 
Hello everyone, I'm new to the forums, this is a really great project, one of the better free games around on the net.

I've been learning to use blender ( the free 3D editor, www.blender3d.com ), I had a go at modeling the Demon (light mercenary fighter) but its the first model I had ever made in blender that wasn't a tutorial model so its really not good enough to go in the game but I'm getting alot better and I think I might be able to help out and make some models in the near future.

Its about 1418 tris, so not big I think I could do alot better if I gave it another whirl. I think I differed to far from the original concept, as well as pretty well learning everything about the program as I go.

EDIT: Changed the picture, learnt how to use the smooth function properly, lol.
 

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Great job for your first model Michael i also started with this model stuff a few month ago and i think now the really challenging part is texturing.
 
Haha, yes I would have to agree with you there, texturing means more tutorials *shudders*and some natural talent which I hopefully have *crosses fingers*, do many texture artists come by this part of the internet?
 
Unfortunately i haven't seen one for a while. Indeed we have a big problem to get our models textured, that means almost all models are there but not textured properly.
 
greets. its certainly a great first start, but very innacurate.

http://priv.solsector.net/Reference Folder DO NOT POST SHOTS/Demon/demon_bottom.jpg

http://priv.solsector.net/Reference Folder DO NOT POST SHOTS/Demon/demon_front.jpg

http://priv.solsector.net/Reference Folder DO NOT POST SHOTS/Demon/demon_rear.jpg

http://priv.solsector.net/Reference Folder DO NOT POST SHOTS/Demon/demon_side.jpg

http://priv.solsector.net/Reference Folder DO NOT POST SHOTS/Demon/demon_top.jpg

here's some nice reference pics for you :)

the main sore spots that i can see are where the prongs go into the hull, they don't blend seemlessly like you've got them. the cockpit needs to be rounded way more than it currently is. the gun mounts are in little gondolas under the hull section. its a good first go, but could definately do with some refining.

brad mick
 
Now thats a ship, lol.

Thankyou very much for the reference pics, I made mine of a thumbnail sized picture hence the major inaccuracy...well that and my magor lack of skill, I we be sure to give it another whirl in my spare time this week, thankyou very much again for the pictures.
I presume the model these pictures are of has far to big a poly count to be in the game.
 
yup. thought some would argue you could use it...but, you can't. not if you actually want to be able to play the game.
 
BradMick said:
some would argue you could use it...but, you can't. not if you actually want to be able to play the game.
What if I just want to stare at it and drool? :) That is one hell of a model.
 
Vegastrike could handle it (I've played Vegastrike with higher poly models than that, worst was a 114,000 poly model of coruscant lol) as long as there are no more than 3 or so of them on screen at once, or with heavy LODing. Of course I know why we couldn't use that particular model (and that many polys, even if possible, is pretty much a waste), I'm just sayin ;)

Thanks for the refence pics, Brad. They will really help any future models of that ship, and we can use them to see if our length estimation, necessitated by a lack of canon length, was close. Michael, looking forward to your modelling progress!
 
yeah...the only thing is, no modeler in his right mind is going to want to do that kind of LOD'ing as its a pain in the ass. and also, all of 3 on screen at once...not much fun there. also, if you can't make the object look high res adequately at low res...there are certainly some problems with the modeler there.

and...why the hell would someone make a 112k poly planet mesh for a game? thats a might bit excessive, and clearly someone didn't know what they were doing...unless they decided to be cute and do some kind of crazy displacement map deal on the mesh and bake it into the geometry somehow...but then, with curascant that'd be way higher than 112k polys. *shrugs* meh.
 
I still think that modelling with NURBS would allow fast LODding, and hence higher poly higher performance meshes.
I'm not a modeller. Do people use NURBS anyhow ATM?
 
i loathe nurbs. its work flow is a pain in the ass. i do everything with polys. and, if you do your job right as you go along, everything is going to be hella optimized to begin with. then, you just scale back a bit on the mesh, merge some spots, that sort of thing and get the next level lower. its still a pain.
 
eh, i already did one up. it just needed textures. i should probably render a new high res one, one of these days.
 
LT Fox Fire said:
Any need for a new image of the Repair bay (the one with the purchase/sell screen at the lower left)?

Of course, if you want to model and texture it please do, or Brad could release his model so someone could texture it?
 
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