Scuba's meshes

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SGTscuba
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Scuba's meshes

Post by SGTscuba »

I have been working on making some new meshes for the game. I only have 1 made so far and it is nearly done (Doing tests ingame at the moment) and I am adding the finishing touches to it. This model is for the Fairey Firefly (a mk4/5).

Here are some pictures of the mesh. Please be honest about them and provide any (constructive) criticism about them. They are not fully done so there are some rough edges with the colouring at the moment, but the rest is final (the model shape is for example). This is a test model that I made, and will be remaking it to a higher standard.

https://www.dropbox.com/s/aqq3zxtxne4hd ... lypic1.png

https://www.dropbox.com/s/28usx0sm1azzm ... lypic2.png

I would like to thank the following people for the help that they have given me on making this get this far:

-Balth, who put up with my complete [s]stupidity[/s] newbishness, and gave me a lot of guidance and help
-Number47 for being there and offering help with research too
-Hullu for being there and offering advice and help.

I hope if this goes well, to keep creating new meshes for units that are currently in game but that no mesh. The Firefly was my first attempt at modelling and texturing for a game environment which is why it doesn't look professional and why I have decided to use it a test model before rebuilding it to a better standard.

I am not releasing a link for the download yet as it is only a test model at the moment and haven't thought of a decent way to distribute it so that it is easy to install (I am open to suggestions). I am also thinking of releasing it as a whole pack instead of providing them singularly.
Last edited by SGTscuba on Dec 30 2013, edited 1 time in total.
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MK4
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Re: Scuba's meshes

Post by MK4 »

I presume that`s the wip model without its final texture. I`m not 3d making savvy enough to make much comment about the model, but I`ll certainly applaud the effort. I hope you`ll be able to keep making new units.

One thing btw. Looking at the BG wallpaper here:
http://www.battlegoat.com/images1936/wa ... 768_01.jpg
it looks as if they`ve used a simple plane for the propeller on the model and then simply used alpha in the texture to create the semi-transparent motion illusion of a rotating blade. Unless the shot was altered for the artwork only. Might be worth looking into it. Might save some "weight" on a model and look good at the same time.
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Re: Scuba's meshes

Post by Sawedoff »

I think it looks good, nice work.
SGTscuba
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Re: Scuba's meshes

Post by SGTscuba »

@Sawedoff
Thank you for your support.

@MK4
Yes, I will bear that in mind, my propeller looks really ugly (not to mention also a nightmare to texture).


On a more general note, I think I might try making the model again now that I have the process nailed down, and just have this one as a little test model since it isn't the best model in the world, and doing the textures is an absolute nightmare. I think I could do a better job starting from scratch again rather than just rebuilding parts of it, at least this way I can take into account lessons that I have learned from this model but couldn't really put in. I also updated the OP to take this into account.

Also, what do people think of my next model being the Nelson/Rodney RN Battleships (after I have done the Firefly again to a better standard)? Or do you guys have a model specifically in mind (like I said in the OP, I am open to suggestions)?
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MK4
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Re: Scuba's meshes

Post by MK4 »

I don`t have 1936 yet so I don`t know what`s not included to suggest additions. About the Nelson though. There`s a rather different game called Panzer Corps (sort of a remake of Panzer General if you`re familiar with that) and there`s a thread in its modding section that has that ship:
http://www.slitherine.com/forum/viewtop ... 47&t=30004
Panzer Corps only uses 2d renders, but you could ask the modder for the model. His permission rules seem very friendly. The only problem could be its polygon count which I`m not that knowledge of to judge from a picture, but it doesn`t seem that heavy. Anyway, this is not to say I don`t want you to make your own ship model. I just thought it might be useful to point it in case it helps you finish stuff faster.
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Balthagor
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Re: Scuba's meshes

Post by Balthagor »

Those models look to me to be 5k+ polys. We have a limit of 600 polys.

You're certainly welcome to ask, but I suspect they would not be compatible in that sense.
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SGTscuba
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Re: Scuba's meshes

Post by SGTscuba »

Balthagor wrote:Those models look to me to be 5k+ polys. We have a limit of 600 polys.

You're certainly welcome to ask, but I suspect they would not be compatible in that sense.
Indeed, I was thinking of starting from scratch anyway, so that I know my way around the model better.
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Re: Scuba's meshes

Post by Fistalis »

glad to see you got the kinks worked out. :wink:
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SGTscuba
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Re: Scuba's meshes

Post by SGTscuba »

Fistalis wrote:glad to see you got the kinks worked out. :wink:
It was literally 1 (not obvious or mentioned anywhere) button I had to press and scaling down the model, and took me all that time to figure it out.
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SGTscuba
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Re: Scuba's meshes

Post by SGTscuba »

I have been working on this still, but haven't been particular happy with the results (too many poly's a lot of the time), so have restarted the Firefly twice now. Gonna keep at it although I might start doing the Nelson class at the same time just so I can try and get something finished.

Getting the models down to 600 poly's is extremely hard by the way :D
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Re: Scuba's meshes

Post by Hullu Hevonen »

You can allways launch an 'alpha' version and let people try it out and give you feedback :)
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SGTscuba
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Re: Scuba's meshes

Post by SGTscuba »

Hullu Hevonen wrote:You can allways launch an 'alpha' version and let people try it out and give you feedback :)
Well it wasn't just that they didn't look right, its that they were 50% more poly's than Chris recommended. It would have taken a lot of effort to get them down so I simply restarted, but hopefully 3rd times the charm for the Firefly, hopefully the Nelson won't be too bad to get under the poly limit. Have learned a lot from the previous attempts as I am a complete newbie to modelling on a PC (I build plastic kits normally!) and each model was better and closer to the limit than the previous ones.

But once I have one done, I will post the files up here, but don't expect them anytime soon though :D. I am hoping though that BG creates an easier way to get them into the game as I am still not sure how best to import them in without it becoming fiddly.
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SGTscuba
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Re: Scuba's meshes

Post by SGTscuba »

Heres a little teaser picture of a model I am finally happy with, its just under 700 poly's at the moment too so I will probably go forward with it after a little more poly cutting.

https://www.dropbox.com/s/46c2esque28wp ... lytry2.png
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Re: Scuba's meshes

Post by MK4 »

It looks good! Looking forward to see it finalized and skinned. :)
SGTscuba
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Re: Scuba's meshes

Post by SGTscuba »

MK4 wrote:It looks good! Looking forward to see it finalized and skinned. :)
The skinning is what is worrying me, I got the meshes nailed down but I haven't really done any texturing before.
My SR:U Model Project, get the latest and post suggestions here:

http://www.bgforums.com/forums/viewtopi ... 79&t=28040
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