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Author Topic: Turret ideas  (Read 4204 times)
Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« on: November 07, 2010, 09:24:53 PM »

I'm working on a turret model that, hopefully, would be good enough to put in 1.2. So far I've finished the base. The current turret is split into three parts (base, top, and barrel), so I'm doing the same. It's a great way to get around the 1k polycount restriction.
Here's the base (click for full, 1920x1080 awesomeness):

Speaking of polycount, Blender says this is 792 polygons.
Any feedback is appreciated before I start the other parts.
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ok, can you give me the tool thingy app that can code?
swamp-cecil


Turrets: +80/-163
Posts: 770

http://www.grangersba.com/repo/base/


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« Reply #1 on: November 07, 2010, 09:41:51 PM »

i like it, however, i unfortunately think it dosent look like a stationry turret base. modify it a bit. AKA make the stands wider and bulkier.
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these are stupid suggestions, don't even waste our time.
I don't like your negative attitude.
UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #2 on: November 07, 2010, 10:01:30 PM »

The 'leg' parts should be wider IMO, too thin atm. Make the 'feet' part lower and wider.
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Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #3 on: November 07, 2010, 10:46:59 PM »

Here's an updated version. Somehow, Blender apparently managed to drop it to 594 polys.
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ok, can you give me the tool thingy app that can code?
Aelita


Turrets: +44/-26
Posts: 573


« Reply #4 on: November 07, 2010, 10:50:06 PM »

Shorten the legs a little bit.
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UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #5 on: November 08, 2010, 12:05:17 AM »

A lot better! Now the rest of the turret Tongue
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jm82792


Turrets: +9/-34
Posts: 627


« Reply #6 on: November 08, 2010, 02:35:13 AM »

Reduce the poly count further by hand.
Merge verticals by selecting two then hitting ALT M.
You will get cleaner results. Now decimate will work too but doing to by hand can optimize it better.
You can use triangles in many places to save on your polycount.
Does trem limit the poly count to 1000 tris or 1000 quads or 1000 verts Huh?Huh???
(seriously I don't know)
Very important to know which one!
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Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #7 on: November 08, 2010, 02:43:29 AM »

Since the 594 is the number of quads and tris combined, it probably shouldn't matter. Polycount, I'd imagine, only applies to polygons, in other words, the faces and not the vertices. And trust me, I already hand-optimized it as much as I could, removing hidden faces and unnecessary subdivisions.
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ok, can you give me the tool thingy app that can code?
jm82792


Turrets: +9/-34
Posts: 627


« Reply #8 on: November 08, 2010, 04:11:45 AM »

Sounds good to me, it looks good and matches the poly count Smiley
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Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #9 on: November 08, 2010, 04:57:43 AM »

Actually, I just had a thought. If the maximum is for tris, that could mean quads are converted to tris first, before being counted. That's probably not how it works, though.
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ok, can you give me the tool thingy app that can code?
gimhael


Turrets: +70/-16
Posts: 546


« Reply #10 on: November 08, 2010, 06:23:27 AM »

There are no quads in MD3, so everything is converted to triangles. The limits are max 1000 vertexes and max 2000 triangles per surface.
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Plague Bringer


Turrets: +147/-187
Posts: 3811


« Reply #11 on: November 08, 2010, 06:43:10 AM »

Keep in mind the power that the turret has. It shouldn't look like a miniature cannon because it really doesn't act like one.
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U R A Q T
Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #12 on: November 08, 2010, 06:43:22 AM »

Oh, good. I'm easily within both of those for the base, worst-case. And since that's per-surface, like I said, I'll have separate meshes for the actual gun, and maybe barrel. Truth be told, I'm still designing the rest of the turret right now, and juggling that with an actual engineering project for my classes, so the rest might take a few days.
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ok, can you give me the tool thingy app that can code?
Haraldx


Turrets: +14/-69
Posts: 371

Kicking human asses since 2006


« Reply #13 on: November 08, 2010, 01:45:15 PM »

590 just for the base? Hmm... I think that's quite much, however the model looks great! I wanna see the gun!
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...princibles of judgement do not apply to me.
I JUST MINED ANIMATED CREATURES
Tamaru


Turrets: +12/-23
Posts: 175


« Reply #14 on: November 08, 2010, 02:19:02 PM »

590 just for the base? Hmm... I think that's quite much, however the model looks great! I wanna see the gun!

The current turret is split into three parts (base, top, and barrel), so I'm doing the same. It's a great way to get around the 1k polycount restriction.
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Tremulant
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Turrets: +370/-58
Posts: 1037

It's not over 'til the tremulant sings...


« Reply #15 on: November 08, 2010, 05:08:11 PM »

What you've got so far looks really rather good, i too look forward to seeing the actual gun.
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my knees by my face and my ass is being hammered
jm82792


Turrets: +9/-34
Posts: 627


« Reply #16 on: November 08, 2010, 05:38:33 PM »

Finish the gun, look up how the thing is added into the game because the turret moves(are there two meshes?) then finally we will get it textured then get it into the game. There a new model that roughly matches the proportions of the old one that shouldn't effect game-play at all. With some nice texture we will have a nice upgrade Smiley Well other than aliens getting killed by staring at the new turrets!
Anyways I'll get it textured for you in Blender if you want. I dunno how to get the model, map and such intot he game properly.

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Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #17 on: November 08, 2010, 05:50:09 PM »

I'm not really concerned about whether the devs will include it right now (if they already have a good replacement model, then that's the end of that). I just want to make something that would be good enough to put in a game (even a community-developed open-source one). A sort of "community spotlight" model. And that's why I'm sketching out the rest of the turret before I actually model it, since I want to make it look good.
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ok, can you give me the tool thingy app that can code?
freezway


Turrets: +10/-12
Posts: 196


« Reply #18 on: November 09, 2010, 03:02:41 AM »

Quote
Nov 06 18:42:06 <freezway>   is the limit 1k verts or faces?
Nov 06 18:42:22 <nosbrain>   verts
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Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #19 on: November 09, 2010, 03:10:19 AM »

Quote
Nov 06 18:42:06 <freezway>   is the limit 1k verts or faces?
Nov 06 18:42:22 <nosbrain>   verts
Even better. I've got 470 of those.
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ok, can you give me the tool thingy app that can code?
CorSair


Turrets: +14/-0
Posts: 431

Never trust a bartender with bad grammar.


« Reply #20 on: November 12, 2010, 08:17:31 PM »

Not wanting to be a lamer, but meh, gimme the gun! Tongue The stationary section looks good though.
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Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #21 on: November 12, 2010, 08:50:45 PM »

I'm still sticking to the "OMGCOLLEGE" excuse, but I want to finish this, so I probably will.
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ok, can you give me the tool thingy app that can code?
Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #22 on: December 11, 2010, 04:15:09 AM »

This just in: Pazuzu is a lazy bastard!

A lazy bastard that occasionally finishes what he starts. Sometimes.

First one is isometric view, second is perpsective (aka the last thing you see before you die). I can't texture, so this will have to work for now.
« Last Edit: December 11, 2010, 04:17:24 AM by Pazuzu » Logged


ok, can you give me the tool thingy app that can code?
your face
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Turrets: +109/-407
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really your face here


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« Reply #23 on: December 11, 2010, 06:28:40 AM »

That looks awesome!  Great work.
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Ingar
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Turrets: +302/-7
Posts: 535


Doomsday device you say?


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« Reply #24 on: December 11, 2010, 12:04:47 PM »

This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
Endurance provails!

Nice turret, but it might look even nicer with a round barrel (and a hole in the front)
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UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #25 on: December 11, 2010, 03:09:40 PM »

Keep in mind the turret has to be able to aim 90 degrees upwards, and ~30 degrees downwards. You might also want to make the bottom part larger relative to the turret.
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Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #26 on: December 11, 2010, 05:16:55 PM »

Thanks for the feedback, everyone!
This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
Endurance provails!

Nice turret, but it might look even nicer with a round barrel (and a hole in the front)
I was planning to round it off later, and IIRC, the original uses the texture to fake a "hole" in the front, so since that lowers the polycount, I thought I'd do that too.
Keep in mind the turret has to be able to aim 90 degrees upwards, and ~30 degrees downwards. You might also want to make the bottom part larger relative to the turret.
Ah, right...
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ok, can you give me the tool thingy app that can code?
jm82792


Turrets: +9/-34
Posts: 627


« Reply #27 on: December 11, 2010, 11:12:52 PM »

We need new models for the buildings Smiley
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Skywarp


Turrets: +0/-8
Posts: 21

Granger Danger


« Reply #28 on: February 21, 2011, 03:31:40 PM »

Post it!  Cheesy Turret Turret Turret Turret
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Granger Danger!
Pazuzu


Turrets: +50/-12
Posts: 987

GRANGER IS NOT FOR MEME.


« Reply #29 on: February 21, 2011, 05:12:42 PM »

Post it!  Cheesy Turret Turret Turret Turret
You mean this?
This just in: Pazuzu is a lazy bastard!

A lazy bastard that occasionally finishes what he starts. Sometimes.

First one is isometric view, second is perpsective (aka the last thing you see before you die). I can't texture, so this will have to work for now.
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ok, can you give me the tool thingy app that can code?
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