Author Topic: Metalbeast's "Machines" - Remodelling Project  (Read 3811 times)

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Offline MetalBeast

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Metalbeast's "Machines" - Remodelling Project
« on: May 29, 2008, 12:40:27 pm »
Hi,

I started to remodel all of the "Machines" models, buildings, units etc..
They will be used primarily for "Machines" related renderings, like wallpapers etc.
If there will be a M2 project in the future, we can use them there, with just few modification and new textures.

The first one, "the Pod",
620 polys.

EDIT:

Added "Mine Level-2" (parts still untextured)
386 polys

« Last Edit: May 29, 2008, 04:37:56 pm by MetalBeast »
See my newest "Machines" wallpaper here

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Offline f

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #1 on: May 30, 2008, 09:36:31 am »
In my opinion it's way too low-poly for renders, for a game it's okay.
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Offline X-Lord

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #2 on: May 30, 2008, 09:46:03 am »
lol that's great, really like it, keep going :smilydude:

Offline yunn

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #3 on: May 30, 2008, 02:31:39 pm »
Great idea, can be used in conjunction with their other draft retexture, which is the program you are using, blender? have someone participating?


Offline f

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #4 on: May 30, 2008, 05:42:40 pm »
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Offline MetalBeast

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #5 on: May 30, 2008, 06:27:58 pm »
@Foley: looks good, but on my mind much too much polygons.
The proportions don't match the original, the pads are to small. ;)
See my newest "Machines" wallpaper here

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Offline f

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #6 on: May 30, 2008, 06:31:10 pm »
It's for rendering. It is too low-poly in my opinion too. No can do.
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Offline M123

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #7 on: May 31, 2008, 01:38:26 am »
Why can't we have greater poly-counts?

I mean, if the PS3 can handle several models with over 200,000 polys each, why can't we?

Also, Foley, I'd say that your Pod looks a bit too 'square' and the pads definately don't look the right size.


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Offline MetalBeast

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #8 on: May 31, 2008, 05:40:38 am »
Why can't we have greater poly-counts?

I mean, if the PS3 can handle several models with over 200,000 polys each, why can't we?


It is simple.
How many of such polygon-monster can you display at one time ?
Other thing is, that the new engines are working with new improved LOD techniques.
And a PC is not PS3, game consoles are optimized for 3D-graphics for games, PC's are not.
Did you ever try to display a 200.000 polygon model in any Viewer ?
If not, try this and you will see ;)

For a Strytegy game you must work with low-poly modelling, because of the many units, which have to be displayed.
Massive battles with hunderts of units with 200.000 polygons?
Even the newest graphic cards can NOT handle this.
See my newest "Machines" wallpaper here

My 3D modelling site
========================================

Offline f

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #9 on: May 31, 2008, 08:11:19 am »
Why can't we have greater poly-counts?

I mean, if the PS3 can handle several models with over 200,000 polys each, why can't we?


It is simple.
How many of such polygon-monster can you display at one time ?
Other thing is, that the new engines are working with new improved LOD techniques.
And a PC is not PS3, game consoles are optimized for 3D-graphics for games, PC's are not.
Did you ever try to display a 200.000 polygon model in any Viewer ?
If not, try this and you will see ;)

For a Strytegy game you must work with low-poly modelling, because of the many units, which have to be displayed.
Massive battles with hunderts of units with 200.000 polygons?
Even the newest graphic cards can NOT handle this.

World In Conflict Abrams battle tank consists in around 1926 polygons (to compare, a Quake 3 Arena character had 2152)
Impressive, huh?
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Offline MetalBeast

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #10 on: May 31, 2008, 08:30:07 am »

World In Conflict Abrams battle tank consists in around 1926 polygons (to compare, a Quake 3 Arena character had 2152)
Impressive, huh?

Not really, is still low-poly.

But the point is, making polygon-monster is not a challenge,
everybody, who can use a modelling programm, can do this,
but creating lower poly models and making them to look good,
this is the art. ;)
See my newest "Machines" wallpaper here

My 3D modelling site
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Offline f

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #11 on: May 31, 2008, 10:06:25 am »
The point is when such polygon models accumulate in groups of 120 units, it effectively hurts your computer.
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Offline M123

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #12 on: May 31, 2008, 12:09:59 pm »
Did you ever try to display a 200.000 polygon model in any Viewer ?
If not, try this and you will see ;)
I tried. Managed to get to about 300,000 before things started to really slow down (below 14 FPS).
That's on my old PC, which has a stuffed up video card, stuffed up sound card, and partly corrupted hard-drive.
Hardware:
2.4Ghz AMD Athlon XP
256MB DDR RAM, 256 MB SDRAM (<- Previous owners bought the wrong kind of RAM, although it still fits. :-P )
256MB ATI Radeon 9550 (pretty screwed up - refuses to run any games that use DirectX)
40GB Harddrive (only ~15GB still works :| )


"Abort, Retry, Ignore, Fail?"

Offline f

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #13 on: May 31, 2008, 12:39:09 pm »
I believe Crysis models are way bigger than 5000 polys, and I play Crysis on my laptop, on HIGH settings, I get 10-15fps.
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Offline MetalBeast

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Re: Metalbeast's "Machines" - Remodelling Project
« Reply #14 on: May 31, 2008, 12:46:03 pm »
I believe Crysis models are way bigger than 5000 polys, and I play Crysis on my laptop, on HIGH settings, I get 10-15fps.

It's not playing, it is more like slide-show, I think ;)

Back to topic please.
See my newest "Machines" wallpaper here

My 3D modelling site
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