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View Full Version : My very first game model... (train car)


Solidarity
05-04-2003, 10:34 PM
Before you look at the picture... I was restricted to 30 polys, this one has 32, hopefully it'll slip by. :)

Not sure if I should go for something different with the metal look or not. :/

Oh, and it's gonna be zoomed out -=|alot|=- once in the game..

edit: Should've fixed up the lighting and brought up resolution... oh well. :)

TyKeiL
06-04-2003, 01:40 AM
looks good for 32 poly's

whats the game?.

Solidarity
06-04-2003, 02:09 AM
Transport Empire (working name)

A remake of Transport Tycoon. :)

I had one at 1200 polygons earlier (looked preddier)... :b But they thought that was a bit too much.

It took a lot of effort to butcher it down to 32 polys! :D

Incase you're wondering, it's based off a mid 70's Nitroglycerin transporter. :)

Humming-Bird
06-04-2003, 01:38 PM
zould you post a closeup,high res picture + a wireframe shot? it looks good, but I can't really tell with this picture

Solidarity
06-04-2003, 08:29 PM
Not too great pictures. :b But I'll post a few.

Solidarity
06-04-2003, 08:31 PM
The same in wireframe...

Solidarity
06-04-2003, 08:32 PM
Another...

Solidarity
06-04-2003, 08:32 PM
With it's wireframe...

Solidarity
07-04-2003, 11:43 AM
Gotten some complaints on the wireframe. :(

Hehe, mostly that it's too dark..
For some reason some of the lines on the second one just didnt show up... or, if they did, they are practically black. :b

I have them on 2-sided, so you can see the wheels (the things that go round-round-round) even tho it actually only exists from the other side. :/

Don't know if I shouldve done that or not, I'm pretty new at all this. *feels overhwhelmed with his lack of knowledge*

Either way, I like comments... particularly negative ones. :P Tell me what's wrong and what should be fixed.

I know its blocky already
Reason it aint fixed:
gonna be zoomed out far and they supppose the engine will solve a bit of it.
It's supposed to be around 30 friggin polys, what'd ya expect?

I know the textures suck,
Reason that aint fixed:
gonna be zoomed out far and I hope noone will notice.
Also, I suck really bad at texures... (No, worse than that...)

Anything else than that... tell me, so I can fod you off with excuses and call you stupid. :D

edit: Why are eMacs power buttons on the back of the monitor?? What -SANE- person would look for the power switch to their TV on the back of it?? What is macintosh thinking?? WHAT IS MACINTOSH THINKING???

*begins regaining sanity*
(Yea, like that'll ever happen)

Perversonality
08-04-2003, 11:30 AM
If it's going to be seen from a distance then it will probably be ok as it is, though maybe the textures could be improved a little. You could change the design to a box car to cut down the poly count instead of doing a tanker design, unless a tanker is required?

Solidarity
08-04-2003, 01:52 PM
There are gonna be boxcars too, I could get down polys a bit if thats what I was making.

Yeah, the texture isn't all too hot, I'm not very worried about it because of the distance it will be viewed from.. Since I'm not really too good at textures (yet) there probably isn't too much that will change about this design. :\ I'll open it up and check if I can get it more believable later tho, have a bit to do right now. :)

Perversonality
08-04-2003, 02:58 PM
The last ultra low poly model I did for someone was great as I used loads of alpha maps, but then the person who was using it turned around and told me that the engine didn't support them! Can't win sometimes ;)

I can't work out how you have 32 polys on model? Are the ends double sided? Some engines can have problems with polys that overlap that way. Also if the engine can handle double-sided textures then you can cut 4 polys out of the count leaving it at a tidy 28 polys...

18 on the rounded part
6 on the base
2 (4?) on each of the end parts

Solidarity
08-04-2003, 03:06 PM
18 on the rounded part
4 on the girders.
6 on the base.

And as you very well put it forth there... that is NOT 32. :\
Meanwhile, the poly count says 32... which leads me to:

Egad, I have excess polygons somewhere!!!

Gonna take a closer look at it...

edit:
Problem found:
8 on the girders

resolved, back to good old 4 on the girders... and I'm UNDER 30 polys. (poly count: 28)
*whoho0o* Thnx for noticing. :D

edit2: Since the guy making the engine told me to use as much alpha mapping as possible... So either he's pulling my leg or I can use it. :D

Perversonality
09-04-2003, 02:54 PM
So, what are you going to do with the 2 spare ones? ;)

Solidarity
09-04-2003, 04:51 PM
Dunno yet!
Considering making the girders triangular instead, then making the restraints rendered down under the 'cylinder' so they look a bit nicer anyways. :)

Been abit busy last couple of days, but I'll get on it later. :D

Tweaked verteX
15-04-2003, 06:04 AM
What engine are you using that requires such ridiculously low poly counts? Even Total Anhilation had far more than 32 per model... or are we talking the kind of size that the original transport tycoon... which were a grand total of 6 pixels each... in that case, one wonders why you'd even bother going 3d at all. Anyway, I'm impressed with your insanely low polycounts. Just keep in mind that some engines don't like opacity mapping.

What size texture are you using? It looks a wee-bit high res for an model thats oing to be so small.

Solidarity
28-04-2003, 09:40 AM
Thanx, it's using an engine a friend made.. I don't know why he wants them in 3d but it seems to be the way he's going. :D He wants it to be fully playable on a 300mhz, and the maps are going to be a few thousand times the size of TTs (up to 65535 times larger).

It's now 26 polys, I triangulized the front/back bars... Not sure if that's gonna be allowed, but I have a good amount of months before it needs to be finished so it's pretty cool. :)

The texture on that one was 800x800, which yes.. Is far too much, but it's just cause at this time I'm displaying it zoomed up. ;) It'll probaby be 150x150 or smaller, I'm working on a 400x400 and I can still get too much detail for my own good into it. :D

I'll be working my way down on that part... I'm also considering making a few more things on it rendered, but I'm not certain yet.. fewer is better and its probably not gonna be more than 15x15 pixels in game at max. :D

It's an OpenGL engine that I've atleast been told has opacity maps. It's been OK:ed at its current state, but I'm in no rush to start up on a new train so I'm keeping it WIP. ;)

Also trying to figure out some modelling for Morrowind, can't seem to get equippable items to work. :P

Thanx again for the comments and all so far. ;)