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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-01-2003, 05:23 AM   #11 (permalink)
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Tratos try watching alot of sci-fi flicks... to see there designs good ideas can come from movies, such as aliens, etc.
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Old 05-01-2003, 05:25 AM   #12 (permalink)
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Default Re: Dropship model, opinions please.

Quote:
Originally Posted by WickedBlizzard
Wtf . I've been (trying) to use GMax for a week but I can barely bevel a !@#$! box!
Dude Im telling ya!! Shit I have been slow at understanding Gmax and RenX. I swear Proclone and Tebrey make this shit look to easy the way they put stuff together (Not saying that they are the only good ones there are a good number of good modelers and skinners out there).
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Old 05-01-2003, 06:20 AM   #13 (permalink)
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good work , Tratos, specially if this is one of your first attempts.

A tip:
Your model only looks bad because you screwed up your smoothing groups while modeling.(which isa normal thing, btw) To solve that, go in subobject mode, select all faces and perform an autosmooth on them.this will reset the smoothing groups.
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Old 05-01-2003, 12:26 PM   #14 (permalink)
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Ok, here we go,

Quote:
Originally Posted by mastermind2003
instead of rocket pods just have an internal bomb bay
Maybe im mistaken, but i thought the idea of a dropship was that it transports units, not bombs, thanks for the idea anyway.

Quote:
Originally Posted by WeeRaby2K
its nice but the wings are a bit weird.. also u shouldnt realy use the mesh smoother it wastes polys as when that gets skinned and put ingame u wont notice the difference between that and a lop poly version.
K, thanks WeeRaby.

Quote:
Originally Posted by redattack3
how many polys s it? for units you should try to keep them below 500 if you can skin good, but maybe 700-900 if you cant.
There's a poly counter on the screenshot, its currently under 600 but hopefully i should be able to get it down some more.

Quote:
Originally Posted by Henford
still, exceptional for a first attempt, I think what he did is model half then mirror it to create the other half.
By dragging those vertices on the cockpits together and welding, you can create a good looking but low poly cockpit.
The model will be much easier to unwrap without mesh smooter on as it is most probable this model will distort when unwrapped, giving an undesirable effect with the skin.
Also, remember to delete unseen faces on the bottom and under the wings to cut you poly count by nearly half
Why thankyou, with the exception of the cockpit it wasn't mirrored it just relys on selecting all relevant vertexs on both sides before moving them to keep the symetry, thanks for the advice, and it has yet to be optimized.

Quote:
Originally Posted by MetalSyren
Tebrey why dont you bring out your dropship?
Yes, please do, id like to see it.

Quote:
Originally Posted by WickedBlizzard
Wtf . I've been (trying) to use GMax for a week but I can barely bevel a !@#$! box!
I used 3ds max to make it, and tutorials are the key and practice, which i still need a lot of.

Quote:
Originally Posted by MetalSyren
Tratos try watching alot of sci-fi flicks... to see there designs good ideas can come from movies, such as aliens, etc.
I'd rather just make things off the top of my head, feels better to know that you made the model entirely yourself and the design is unique.

Quote:
Originally Posted by Flyby
good work , Tratos, specially if this is one of your first attempts.

A tip:
Your model only looks bad because you screwed up your smoothing groups while modeling.(which isa normal thing, btw) To solve that, go in subobject mode, select all faces and perform an autosmooth on them.this will reset the smoothing groups.
It is my fourth attempt as i said, i'll have a look at the smoothing later and get another shot of it, thanks for the tip.

Phew, well thanks guys, but just one thing, Where's Smurf?
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Old 05-01-2003, 12:42 PM   #15 (permalink)
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i prefer 2 make things from my imagination and then again i like making concept deisigns.. but its gd when u design summit urself
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Old 05-01-2003, 02:48 PM   #16 (permalink)
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Ok, i did all of what you said, but its left me almost 100 polys higher than before, what did i do wrong?
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Old 05-01-2003, 06:51 PM   #17 (permalink)
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Did you start with an editable poly or an editable mesh?
poly objects can include several tri-polygons, hence they reduce the polycount falsly. Mesh objects are basically 3 point surfaces.
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Old 05-01-2003, 06:57 PM   #18 (permalink)
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Editable mesh.
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Old 05-01-2003, 07:26 PM   #19 (permalink)
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yeah didnt see that.. i dunno. i dont think that i like the smooth stuff.. im not saying you should go for such low polys it dont look good, but i must say that the smoothing just makes it look sort of wierd.
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Old 05-02-2003, 12:20 AM   #20 (permalink)
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I think it looks good asis it look much better tan the previous one.Good Work Tratos
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