Title: Vechiles Post by: Tortured_Soul on February 04, 2006, 07:22:19 PM I've modelled a rhino if you're wanting to have a look. It's not been UV mapped or textured yet but the model itself is fairly decent (in my opinion).
post up if you're wanting to have a look at it. Title: Vechiles Post by: LoC on February 04, 2006, 07:50:46 PM I think a look on it can't be wrong. :lol:
Title: Vechiles Post by: migb on February 04, 2006, 08:13:58 PM Can you post a link?
Title: Vechiles Post by: Tortured_Soul on February 05, 2006, 01:27:32 PM (http://i28.photobucket.com/albums/c220/Tortured_Soul101/rhinocomplete3d.jpg)
There's my rhino, it's completly untextured has around 3000 polys. I'm planning on doing Spaced and reinforced armour variants and from this i can make Predators, whirlwind's etc. I've not mapped it or anything yeat basically because I have no idea how to but I'm going to get around to learning soon enough Title: Vechiles Post by: ChromeAngel on February 05, 2006, 04:02:06 PM The share is perfect, but their are some optimizations you can do. I've highlighted a few verticies that dont contribute to the shape, these could be merged with existing vertices to make the model more efficient.
(http://www.chromeangel.co.uk/Exterminatus/Rhino_Optimizations.jpg) Before you UV map I suggest you delete parts that are duplicated (left and right tracks, exhausts that kind of thing) othersise you'll end up having to map them twice. Title: Vechiles Post by: Tortured_Soul on February 05, 2006, 04:33:48 PM Okay I'll do that soon-ish.
and re-post, i've also got a tarantula turret I've that you can have look at also, i'll post that up with the re-done rhino Title: Vechiles Post by: Tortured_Soul on February 05, 2006, 09:39:20 PM 2915 polies
That was all that I could see that i could get rid of that woudn't make the model look crap It looks exactly the same, if you want me to do a really bad job of the textures then I will but I'm not promising much, also i think i've got the hang of UV mapping so I'm going to have a go at that aswell Title: Vechiles Post by: migb on February 05, 2006, 10:37:16 PM Looks good.
Make sure to simplify as much as possible, using Chromes suggestions. No reason in having 4 squares where you only need 1. I would seriously consider to simplify the top hatches, they seems to take way too many polys. Title: Vechiles Post by: Tortured_Soul on February 06, 2006, 10:56:53 AM Would you guys give me a kinda ball park figure to work to cause it's all very well you givin me hints on where to lose some polies but i need a target polycount
EDIT: I was thinking do you want me to do a rhino with Ultramarines Doors. it'd look way cool, but it'd push up the poly count but mean that you could make chapter variations to the game Title: Vechiles Post by: Rebellion on February 06, 2006, 11:36:03 AM That looks awesome, but i agree that there are a lot of polys. I dont see any big escape hatches though....or weapons. Am i blind?
Title: Vechiles Post by: The Vastator on February 06, 2006, 11:53:14 AM If I'm not wrong the hatch is in the back of the rhino (it's frontal on the land raider)
Title: Vechiles Post by: Tortured_Soul on February 06, 2006, 02:12:40 PM It depends.
Their is a space for the big hatch at the back of the model. The top hatch is more for a tank commander to look out form or for the driver to get in and out from. The space for the weapon is at the side of the top hatch (the flat square) but it need ot be modelled seperatly from the actual model and then added via code. Title: Vechiles Post by: Rebellion on February 06, 2006, 05:57:59 PM Ah, thanks for enlightening me :). So, are we going to have standard or variants?
Title: Vechiles Post by: ChromeAngel on February 06, 2006, 06:58:12 PM 3000 poly was fine, however that was not a good enough reason to let you start a bad habit of wasting polygons. If you are thinking of putting markings on the skin it's a good idea to place those parts of the model on a seperate material, this will help in case we want to re-skin it for another company or chapter later on.
Title: Vechiles Post by: Tortured_Soul on February 06, 2006, 10:28:32 PM The version you can see just now is a standard rhino variant. I'm planning on doing both the extra armour and spaced armour variants of the rhino (hopefully soonish or it'll never get done). From this I can then make some minor alterations to get a razorback and whirlwind chasis' and then from thier I'll be able to get a preditor chasis done. Then i'll go back and do a vindicator.
THEN i'm going to move onto doing a LR which will be far more ineresting than the rhino. @ ChromeAngel i take it form that then you're not going to accept my work until i get rid of every unneccessary poly in the thing. That's cool, I'm going to try and take it down from the 3000 to the 2500 or so mark. Then i'll re-submit. I think you might have mistunderstood me whn I was talking about the door iconography. the doors would need modelled specifacally for each chapter. I was going to do it from the FW's designs. The ultramrines doors look something like this. Rear Door: http://www.forgeworld.co.uk/acatalog/ul3.jpg Front Panel and Side Doors: http://www.forgeworld.co.uk/acatalog/Ultramarinedoorsstore.jpg Title: Vechiles Post by: ChromeAngel on February 06, 2006, 10:46:49 PM Just to be on the safe side in future, post links to forgeworld & GW images rather than embed the images themselves, otherwise it reads like we are stealing their bandwidth, they dont like that.
No need to keep labouring the polygon reduction on the rhino (unless their is a whole mess of the back/underisde). I'm not sure the door iconography needs to be modelled, it's not that deep, a normal map and a decent skin would do the trick just as well. Title: Vechiles Post by: migb on February 06, 2006, 10:50:55 PM The Land Raider is already done - by my hand - unless something have happened to the file I gave Chrome that I don't know about.
But go ahead with the rest of the variants. Title: Vechiles Post by: Typheron on February 07, 2006, 12:53:20 AM Not to be a party pooper but by RS and RS2 modeling standards theres still work to be done on the land raider model, the skin still needs work, the main hull lacks detail such as the paneling its famous for (and raider was the first new 40k model for the SMs to use that style which is now standard for all SM vechiles) and the las cannon spontoons still need tweeking as well as the models overall proportions.
got to keep the standard up, so if anyone else wants to have a go at the landraider there welcome too try and best Migbs efforts, or aid him in refining it which would probably be better since hes put a lot of work in thus far. Title: Vechiles Post by: migb on February 07, 2006, 03:06:46 PM Yes, Typh is right.
It's not quite finished, but it would be far easier to compleate what I did than making it from scratch or a rhino. I am unable to work at it, so anyone (preferably someone who works in XSI modtool, as that's the format it's in) can have a shot at finishing it. Just ask Chrome for the files. Title: Vechiles Post by: Tortured_Soul on February 07, 2006, 04:55:50 PM chrome could i have a look at migs LR model, i'll have a go at polishing it up for you
@chrome: no bother i'll bear that in mind in future, I#m going to reduce the polycount on the model anyway just so that it doesn't look shabby and trust me the iconography wil need ot be modelled other wise it'll just look terrible Title: Vechiles Post by: Rebellion on February 07, 2006, 05:42:17 PM Arent we doing any Leman Russ tanks? Or are they strictly Imperial guard?
Title: Vechiles Post by: Tortured_Soul on February 07, 2006, 06:53:49 PM okay, so i've finished to optimising and the iconography, ungortunatly the iconograohy that i've done outs the poly count to a grand total of 3921 which i think is probably too high.
I'll be honest i don't like that iconograpghy that i've done but maybe it'll look better after it's textured. it's your call do you want the iconed one non-iconed one or both? Title: Vechiles Post by: ChromeAngel on February 07, 2006, 06:58:02 PM Rebellion, a leman russ would also fit the setting.
Tortured_Soul, One with and one without would be good. Title: Vechiles Post by: Typheron on February 07, 2006, 06:59:51 PM It should be noted that in our current line of thinking there will be, for a while, no useable tanks as were working towards makign the squad style gameplay work first.
Also theres a change that there dont be any useable tanks at all, as how would the nids take them out? there may be AI ones as spawn protection like the way the thunderhawk will work, but this could change depending on how things go later on. Although it will look good as a scenery piece or AI guard. As for the IG< they may show up layter purely as AI to help flesh out the battles. Title: Vechiles Post by: Tortured_Soul on February 07, 2006, 07:02:35 PM Can someone give me an email address that i can send the files to then?
Also what format do you want them in? Title: Vechiles Post by: ChromeAngel on February 07, 2006, 07:13:25 PM Please send your contributions to me@chromeangel.co.uk
Models should be in 3DS or HL2's SMD format. Materials MUST be size to powers of 2 (16, 32, 64, 128, 256, 512, 1024, 2048, 4096) The should be compiled and scripted for use in the folder heirarchy bellow /materials appropriate to it's use. eg skins should be in /models Each submitted should consist of at least 3 files : * PSD containing the source, preserving any layers use to create it * VTF compiled for use in source * VMT shader script, for use in source, reffering to the VTF Title: Vechiles Post by: Tortured_Soul on February 07, 2006, 07:35:52 PM okay so i've sent you the wrong format hopefully you should be able to open up LWO files. I don't know anything about how bone's etc need to be set up for the model to work so i'll leave you with the LWO for now.
Hope you like I was speaking to typheron about animating. I can't animate, YET. I said i'd have a look at animating once i'd finished to models Title: Vechiles Post by: Tortured_Soul on February 08, 2006, 10:48:25 AM Okay i've done the optimisations you sent me, i'va also fixed a problem the tracks that i saw last night.
The normal rhino stand at around 2900 polys now Title: Vechiles Post by: Tortured_Soul on February 09, 2006, 03:07:15 PM Just a wee update for you all, after some more optimisation suggestions the rhino model now stands at 2066 polys. and somehow the quality hasn't been lost :shock: :D
Title: Vechiles Post by: migb on February 09, 2006, 04:40:11 PM nice
Title: Vechiles Post by: Rebellion on February 10, 2006, 04:27:35 PM *claps* Well done! :D
Title: Vechiles Post by: Tortured_Soul on March 19, 2006, 09:45:29 PM Olay, i've not heard from anyone about this in a while so I'll just remind you.
I now have a final, fully optimised, completely done by me, perfectly scaled model of a rhino troop carrier for you to use. It has no bones, it hasn't been UVMapped and it has no textures to go with it. The model now stands at 2555 polys, and now uses the proper track setup for a rhino instead of the one i had used previously although noone seemed to pick up on it. I'll send you (ChromeAngel) the model if/when you ask me to. Title: Vechiles Post by: Tortured_Soul on March 26, 2006, 09:48:18 PM is the mod dead, or do you just not talk to the public anymore???
Title: Vechiles Post by: ChromeAngel on March 27, 2006, 10:51:08 AM LOL :lol: not dead!
Sorry about not getting back to you eariler TS. I'm not quite ready for rhinos just yet. Your previous post sounded like you were happy to keep a hold of it for a while. If you could send it to the email address on the contacts page (http://www.40ksource.com/contact.php) that would be great. I look forward to getting it game ready :D Title: Vechiles Post by: Tortured_Soul on March 27, 2006, 02:38:22 PM sure i'll send it over later this week, ty told me about the situation you guys are in just now, i said id have a look at the Missile Launcher, Lasconnon and Flamer models for you guys, again no promisies, cause i've got other stuff to be doing both RL and other mod related work
Title: Vechiles Post by: migb on March 27, 2006, 07:50:19 PM Any chance that we'll see working Rhinos or Razorbacks in the game?
I know that Landraiders have been reduced to static turrets, or cinematic effects, as the game are supposed to be squad-centered, but where is the line drawn? I guess I could ask about bikes, attack bikes, land speeders and vindicators at the same time. Title: Vechiles Post by: Wolf on March 27, 2006, 09:01:14 PM im seeing rhinos probaly later on, addin g to the tactical squad feel, but thats about it i wreckon, i dnt see any other vehicles being added in
Title: Vechiles Post by: ChromeAngel on March 27, 2006, 10:16:45 PM It's realy too early make any decisions about what will be in future versions. About the time we start thinking about the public release of EX we'll have a look around and see who's done what with verhicles in source and any other 40k games.
By then the team should have a good feel for how EX is gong to play and we can weigh up the costs and benifits of the oprions and come up with a list of things we feel we can to do for version 2.0 (plus of course, the public feedback to version 1.0). Of couse we can always use any complete models we do get contributed as props regardless :wink: Title: Vechiles Post by: Darknar on March 28, 2006, 12:40:58 PM lets get version 1.0 out of the way first then add more as it needs to be added not want
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