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High-Poly Sabre remake

Posted: Wed May 18, 2011 2:05 pm
by TheJamsh
Nostromo sent me a zip of some of his high-poly models a while ago after asking him If i could use them as a basis for Serensis mod. Just started working on getting them into game, reducing the polys and adding additional detail, neccesary hardpoints and animations etc. Nostromo made his models for rendering purposes, so getting them into game is a bit tougher than just adding hardpoints. Good practice for me though reducing the poly count.

Did a little work on the sabre this morning. Struggling to get the vents on the barrel and turret body looking good, think i may have to use an alpha channel in the texture to avoid some odd smoothing issues, but i've left them as they are in this render. Also added a secondary barrel for the mortar, which I may re-work a little to get it looking more like the current cannon barrel.

There is also some detail on the lights that you can't see because I forgot to apply the transparent material, I'll do another render in a few hours.



Version 1
Current Polycount: 3,668
Target: 1800~2500


Image


Version 2
Current Polycount: 2,981
Target: 2000~2600


Image
Image (rear view for eddy)

Re: High-Poly Sabre remake

Posted: Wed May 18, 2011 8:45 pm
by Baconboy
Beautiful! :)

Re: High-Poly Sabre remake

Posted: Wed May 18, 2011 11:36 pm
by Eddy
I'm looking for the Apple logo, it's on there somewhere :)

Looks good, can you post a rear view of it?

Re: High-Poly Sabre remake

Posted: Thu May 19, 2011 3:44 am
by Josiah
wow... and with that spanking new texture by, uh, whoever(I forgot) then you should be good to go

Re: High-Poly Sabre remake

Posted: Thu May 19, 2011 7:58 pm
by TheJamsh
Im hoping to make my own texture, i'll end up doing a 2048*2048 with lots of intricate detail. Texturing isn't my problem however, but mapping is. Importing the previous model from Nostromo also screwed his UV's up, so going to have to redo those

Re: High-Poly Sabre remake

Posted: Fri May 20, 2011 8:55 am
by Ded10c
Hmm... any chance we could get a cockpit in there? :P

Re: High-Poly Sabre remake

Posted: Fri May 20, 2011 10:20 am
by TheJamsh
AHadley wrote:Hmm... any chance we could get a cockpit in there? :P
There was one already there, but I removed it to bring the poly-count down a bit. That said, I could add a cockpit back in with pilot etc and use LOD models to keep the detail down at a distance, but being in the middle of a base will be a killer. If i put a cockpit in, I'd want a pilot in there when the craft is piloted as well...

Re: High-Poly Sabre remake

Posted: Fri May 20, 2011 10:46 am
by Ded10c
I thought having a pilot in when piloted and out when not was no longer a problem?

Re: High-Poly Sabre remake

Posted: Fri May 20, 2011 11:18 am
by TheJamsh
AHadley wrote:I thought having a pilot in when piloted and out when not was no longer a problem?
Its not, the poly count is the problem :P its already at 3,000 and that can't drop anymore no matter how much optimization i do (dont wanna spoil the vehicle and do too much)