yea.. im hesitant about adding more polys at this point but it'll only be like 30 more so sure <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ok file is up for grabs. Anyone can have a go at reducing the poly count and un-nubbing it lol. plz Ollj help me out. Also note that by downloading this file u agree to give me credit for its creation in any publications. Thanx to anyone thats helps <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
1700 polys.... and all smooth. Its rotation symetric around 120° (1/3) is it? This will make things a lot easyer. I think i can chop this baby down to 600 polys till it will begin to look ugly.
well no need to go that far.. just make it like the original poly count max if u can take it under and have it still look good then awesome. and yes its 1/3 repeat. cept for the bed of w.e it is which is all different in shape
downscaled to 606 polygons: YAY. Some parts need some small alignment and fixes and the central part gor a little bit out of shape but i really made it. Use face-subdivide to add detail again as you want.
Not bad. But I think there are some technique problems in there. It looks like you have several pieces stuck together. I don't think that's what you should be using here, because it gives a pretty bad effect near the connection points. You should try to make most of it one big mesh, instead of smaller pieces. All you really have to do is create some faces between the parts to connect them. It might be long and tedious work, but if you need some help just ask.
Disregard if I'm wrong. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
its very nice, butthe middle looks bad when i try to stretch it. i think ill remodel that part of it. The rest however looks perfect. thanks alot man.
e/ oh and u got rid of the teardrop shape that came out of the bottom.. why? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
oops mah bad :-(.. wow lol that does look low poly. But meh its not like u see that half ingame. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
The trick of intelligent polygon reduction is thinking about the angles in that you will see the object most times. Places that you rarely see can be really lowpoly, backsides of pipes can be more flat.... Faces that you look at automatically (faces, spikes, hands) need more detail. Then there is the classic 45° topdown angle (works even in egoshooters): the object just needs to look perfect in this angle, other angles are secondary. Perfect examples of this you can see in Scarcraft3 and Empire Earth - dont try to watch this objects not in 45° angle.
what can i do??? i can't mesh skin or animate so its just waiting for some1 to come along and help me out. Same with my zergling. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I hope someone can help you, cus' I want that hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ooo, a sc hive...might be troubling to see it flipped upside down and hanging from the ceiling... <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> but me likes anway!
<!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> good but this would be quite a joke hanging of the roof <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> but it is some great work i ave been waiting for someone to at least start a Sc building keep it up
Looks nice can't wait for a release! I want to <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> the s**t out of it ingame!
meh.. i'd rather have that overlord. This is sortof a dead topic unless some1 wants to fix up ollj's cut up of my model. If the overlord isn't updated i might have a go at modeling it.
ya honestly....i dunno if i like the idea of an overlord hive...i didnt like the queen alien hive either...id prefer this one...just take off the spikes on the side..and make it more like the zerg hatchery...turn the teardrop into 3 cords that hang from the cieling...make the top rounded and a little "organic" looking...take the teeth out of the middle and add the 4 black spikes in the middle that sort of curve towards the center but attach on the outside...man...its times like this i wish i had the patience to model...the teardrop thing is nice but people are going to be standing in that area eventually...if nothing else you could make it hang right side up and have the tubes that run down the sides to the bottom hang off the side and droop a bit where the larve would come out =)...ill edit post and show you waht im talking about if i can get a new pic host...
Comments
Its rotation symetric around 120° (1/3) is it? This will make things a lot easyer.
I think i can chop this baby down to 600 polys till it will begin to look ugly.
Some parts need some small alignment and fixes and the central part gor a little bit out of shape but i really made it.
Use face-subdivide to add detail again as you want.
Disregard if I'm wrong. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
e/ oh and u got rid of the teardrop shape that came out of the bottom.. why? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
The .ms3d format saves the hidden status of objects..
Places that you rarely see can be really lowpoly, backsides of pipes can be more flat....
Faces that you look at automatically (faces, spikes, hands) need more detail.
Then there is the classic 45° topdown angle (works even in egoshooters): the object just needs to look perfect in this angle, other angles are secondary.
Perfect examples of this you can see in Scarcraft3 and Empire Earth - dont try to watch this objects not in 45° angle.
I hope someone can help you, cus' I want that hive <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->