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Concept GDI Predator [WIP]
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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Mon Nov 26, 2012 8:41 pm    Post subject:  Concept GDI Predator [WIP]
Subject description: Something I've been working on
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At the time it seemed like an obvious first thing to make to get into the rhythm of C&C3 modelling. I don't fully understand how C&C3 deals with wheeled vehicles, though, and I'm not great with textures, so the project is taking slightly longer than anticipated.

At 1832 Polys, it needs a bit of optimisation (I need to clean up the wheel guards, maybe reduce the number of polys per wheel, and I'll probably relegate some of the extruded panels to the texture/bump). But probably not too much if I understand the requirements correctly.



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Nov 26, 2012 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

The barrel is tad short, and I recall the cross-section was more triangular in the concept. Otherwise, it's looking good.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Tue Nov 27, 2012 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really like what I see.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Nov 27, 2012 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'be brought it down to 1783 polys, which I think is more reasonable now. I can reduce it more if I remove the faces on the underside of the turret and such, but I don't know whether to do that or not.

The barrel has been lengthened in line with the concept sketches.
Does the turret have a pleasing scale? I'm not sure about it - it matches the sketches reasonably well, but it feels a tad small in the actual model.

next comes texturing.. I guess I'll extract the original Pred textures and see what I need to do...



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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Nov 27, 2012 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Afaik C&C3 and onwards are far less hampered by high polycounts because of the updated engine. Of course, you shouldn't execrate but the game can handle something. Lemme see if I can dig some C&C3 polycount info up I saw somewhere...
EDIT: some bits of info I found:
Slye_Fox wrote:
the jug and tripod are over 3k

Daz wrote:
Around 1500-3500.

I can spam a 10000 poly unit with no slowdown, but I've got quite a good PC so it's best to stick close the the dev's counts.

Chrizzz wrote:
Buildings:
From 1300Polygons To 2200Polygons

Meches:
From 860Polygons To 1400Polygons

Planes:
From 700Polygons To 1300Polygons

Tanks:
From 800Polygons to 1200Polygons

Infantry:
From 300Polygons to 640Polygons

As you see, stay below 4k to be sure unless you go for something unique like an Epic Unit or something #Tongue

EDIT2:
Chrizzz wrote:
Texture Formats will be at *.DDS and *.TGA
Texture Resolutions used at CC3 are 128x128 and 265x265 and 512x512.

May be useful as well.

EDIT3:
Sgt Rho wrote:
-For some reason, tanks have 2-3 threads, one over an other.

This is because these are used for moving forward, moving backwards and idle (not moving) afaik.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Nov 27, 2012 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Chrizzz wrote:
Texture Formats will be at *.DDS and *.TGA
Texture Resolutions used at CC3 are 128x128 and 265x265 and 512x512.

May be useful as well.


Pretty sure that second one should be 256x256
Wink

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Nov 28, 2012 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I C/P-ed it from another forum, so don't blame me #Tongue Although you are very much correct.

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Fri Nov 30, 2012 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice work!

It would have helped if you had sorted the smoothing groups before the render, but it would seem to me that the Barrel could do with more sides.

Keep this up!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Nov 30, 2012 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Smoothing groups as suggested.

Not sure where to go with this... texturing is not my speciality, and these GDI textures have a very definite and rigid style to them.



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