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In-house 3D X Bomber...

Posted: Sat Oct 05, 2002 7:52 pm
by Crash
Holy crap! Would you take a look at that lot? That's mint!I'm thinking about just giving up my little X-Project now, after seeing all that. That's just absolutely incredible.

In-house 3D X Bomber...

Posted: Sat Oct 05, 2002 8:50 pm
by AndyThomas
Carry on - I haven't looked at my work in progress for a while (although there's been a reason for that - which will become evident quite shortly). I'll probably need to read through this thread again just to remind myself of my work to date! I was also vaguely thinking about starting from scratch again, because Brad gave me a lot of insight into how to design things more easily. My model looks OK, but the way I've arrived at it is... kludgey. Still, I suppose diving straight in is a good way to learn...

In-house 3D X Bomber...

Posted: Sat Oct 05, 2002 9:38 pm
by Crash
Start again? Why? This stuff's not okay, it rocks! Surely it can't matter that much how tidy it is behing the scenes.Either way, "starting from scratch shows a great work ethic" said my old art teacher. Oh yeah and as for diving in - never ever read the manual half the time its unreadable and the other half - its just plain wrong.

In-house 3D X Bomber...

Posted: Thu Oct 10, 2002 1:58 pm
by NC
Hi Guys,Been ages so I thought I'd pop by and WOW great stuff you've been working on.I've been busy so no progress from me but I have updated my starbug, but that was work, images on www.100tinsoldiers.comNigelwww.100tinsoldiers.com

In-house 3D X Bomber...

Posted: Thu Oct 10, 2002 3:00 pm
by AndyThomas
Hi Nigel, good to hear from you again! Yes, we had quite an industrious little period but it's gone a little quiet again now - I need to get myself back into it. So you've been redoing Starbug for work, eh? Hmm, didn't I hear there was a Red Dwarf film in the offing? Eh eh?!

In-house 3D X Bomber...

Posted: Thu Oct 10, 2002 8:35 pm
by NC
The X Bomber was looking very good, I wouldn't give up yet.The is a Red Dwarf film but its been shoved back until next year, the model you see could have been famous ;)

In-house 3D X Bomber...

Posted: Sun Jun 29, 2003 7:05 pm
by AndyThomas
I didn't realise it had been so long since I'd looked at this...  Anyway, I have indeed started on X-Bomber again using techniques I learned trying to model a simpler fighter.This version should be more "efficient" in 3D terms, and as you'll see from the work in progress render below I've mapped a capture of the Bomber's hull onto a couple of portions, although for preference I'm hoping to create my own textures now I can map them with some consistency.




In-house 3D X Bomber...

Posted: Tue Jul 01, 2003 4:22 pm
by prinzemathieu
Bravo Andy et bravo brad.Vous faites du super, super boulot. Bravo encore, les reproductions en 3 D sont criantes de vérité.CONGRATULATIONS!!

In-house 3D X Bomber...

Posted: Tue Jul 01, 2003 11:43 pm
by Bradster
Merci prinzemathieu!  Je ne parle pas français, mais je crois que je comprends votre commentaire.   That's looking great, Andy. You say you've implemented some of those polygon-reducing techniques? Nice to hear.<random C4D tip>I do think I see some extraneous gradation in the shadowing, though, in the wings. That's probably caused by a Phong Tag (I believe before C4D8 it's called a Smoothing Tag) having the angle limit set too high. Bring down the angle as far as you can to keep the flat surfaces sharp while giving the "curved" ones the gradient.</random C4D tip>I'm curious, did you keep a backup copy of the model before you tried reducing the polygons? I was just wondering by how much it changed. For comparison, my current, incomplete X-Bomber model has a grand total of... 8424 points and 7617 polygons. The number should actually be significantly larger than that, but C4D doesn't count the primitives and it doesn't double the count for symmetry objects.

In-house 3D X Bomber...

Posted: Wed Jul 02, 2003 8:58 pm
by AndyThomas
First off, merci beaucoup Secondly, the current count is 1205 points and 1256 polygons. 34 objects - not sure if that's including the symmetry effects though. Heh. Digging out the original version, I find it was using 12543 points 12517 polygons and 57 objects. So I appear to be doing something right! I may have gone too far the other way this time - some of the objects are probably quite borderline in terms of being too angled and not smooth. I'll have to have a look at that setting you mention, that might help. The wings actually have a texture applied to them which may be causing the effect you're noticing, not sure...