Tremulous Forum

Media => Modeling Center => Topic started by: Pazuzu on November 07, 2010, 09:24:53 pm

Title: Turret ideas
Post by: Pazuzu on November 07, 2010, 09:24:53 pm
I'm working on a turret model that, hopefully, would be good enough to put in 1.2. So far I've finished the base. The current turret is split into three parts (base, top, and barrel), so I'm doing the same. It's a great way to get around the 1k polycount restriction.
Here's the base (click for full, 1920x1080 awesomeness):
(http://stashbox.org/1026586/turret-base.png) (http://stashbox.org/1026586/turret-base.png)
Speaking of polycount, Blender says this is 792 polygons.
Any feedback is appreciated before I start the other parts.
Title: Re: Turret ideas
Post by: swamp-cecil on November 07, 2010, 09:41:51 pm
i like it, however, i unfortunately think it dosent look like a stationry turret base. modify it a bit. AKA make the stands wider and bulkier.
Title: Re: Turret ideas
Post by: UniqPhoeniX on November 07, 2010, 10:01:30 pm
The 'leg' parts should be wider IMO, too thin atm. Make the 'feet' part lower and wider.
Title: Re: Turret ideas
Post by: Pazuzu on November 07, 2010, 10:46:59 pm
Here's an updated version. Somehow, Blender apparently managed to drop it to 594 polys.
(http://stashbox.org/1026616/turret-base.png) (http://stashbox.org/1026616/turret-base.png)
Title: Re: Turret ideas
Post by: Aelita on November 07, 2010, 10:50:06 pm
Shorten the legs a little bit.
Title: Re: Turret ideas
Post by: UniqPhoeniX on November 08, 2010, 12:05:17 am
A lot better! Now the rest of the turret :P
Title: Re: Turret ideas
Post by: jm82792 on November 08, 2010, 02:35:13 am
Reduce the poly count further by hand.
Merge verticals by selecting two then hitting ALT M.
You will get cleaner results. Now decimate will work too but doing to by hand can optimize it better.
You can use triangles in many places to save on your polycount.
Does trem limit the poly count to 1000 tris or 1000 quads or 1000 verts ????????
(seriously I don't know)
Very important to know which one!
Title: Re: Turret ideas
Post by: Pazuzu on November 08, 2010, 02:43:29 am
Since the 594 is the number of quads and tris combined, it probably shouldn't matter. Polycount, I'd imagine, only applies to polygons, in other words, the faces and not the vertices. And trust me, I already hand-optimized it as much as I could, removing hidden faces and unnecessary subdivisions.
Title: Re: Turret ideas
Post by: jm82792 on November 08, 2010, 04:11:45 am
Sounds good to me, it looks good and matches the poly count :)
Title: Re: Turret ideas
Post by: Pazuzu on November 08, 2010, 04:57:43 am
Actually, I just had a thought. If the maximum is for tris, that could mean quads are converted to tris first, before being counted. That's probably not how it works, though.
Title: Re: Turret ideas
Post by: gimhael on November 08, 2010, 06:23:27 am
There are no quads in MD3, so everything is converted to triangles. The limits are max 1000 vertexes and max 2000 triangles per surface.
Title: Re: Turret ideas
Post by: Plague Bringer on November 08, 2010, 06:43:10 am
Keep in mind the power that the turret has. It shouldn't look like a miniature cannon because it really doesn't act like one.
Title: Re: Turret ideas
Post by: Pazuzu on November 08, 2010, 06:43:22 am
Oh, good. I'm easily within both of those for the base, worst-case. And since that's per-surface, like I said, I'll have separate meshes for the actual gun, and maybe barrel. Truth be told, I'm still designing the rest of the turret right now, and juggling that with an actual engineering project for my classes, so the rest might take a few days.
Title: Re: Turret ideas
Post by: Haraldx on November 08, 2010, 01:45:15 pm
590 just for the base? Hmm... I think that's quite much, however the model looks great! I wanna see the gun!
Title: Re: Turret ideas
Post by: Tamaru on November 08, 2010, 02:19:02 pm
590 just for the base? Hmm... I think that's quite much, however the model looks great! I wanna see the gun!

The current turret is split into three parts (base, top, and barrel), so I'm doing the same. It's a great way to get around the 1k polycount restriction.
Title: Re: Turret ideas
Post by: Tremulant on November 08, 2010, 05:08:11 pm
What you've got so far looks really rather good, i too look forward to seeing the actual gun.
Title: Re: Turret ideas
Post by: jm82792 on November 08, 2010, 05:38:33 pm
Finish the gun, look up how the thing is added into the game because the turret moves(are there two meshes?) then finally we will get it textured then get it into the game. There a new model that roughly matches the proportions of the old one that shouldn't effect game-play at all. With some nice texture we will have a nice upgrade :) Well other than aliens getting killed by staring at the new turrets!
Anyways I'll get it textured for you in Blender if you want. I dunno how to get the model, map and such intot he game properly.

Title: Re: Turret ideas
Post by: Pazuzu on November 08, 2010, 05:50:09 pm
I'm not really concerned about whether the devs will include it right now (if they already have a good replacement model, then that's the end of that). I just want to make something that would be good enough to put in a game (even a community-developed open-source one). A sort of "community spotlight" model. And that's why I'm sketching out the rest of the turret before I actually model it, since I want to make it look good.
Title: Re: Turret ideas
Post by: freezway on November 09, 2010, 03:02:41 am
Quote
Nov 06 18:42:06 <freezway>   is the limit 1k verts or faces?
Nov 06 18:42:22 <nosbrain>   verts
Title: Re: Turret ideas
Post by: Pazuzu on November 09, 2010, 03:10:19 am
Quote
Nov 06 18:42:06 <freezway>   is the limit 1k verts or faces?
Nov 06 18:42:22 <nosbrain>   verts
Even better. I've got 470 of those.
Title: Re: Turret ideas
Post by: CorSair on November 12, 2010, 08:17:31 pm
Not wanting to be a lamer, but meh, gimme the gun! :P The stationary section looks good though.
Title: Re: Turret ideas
Post by: Pazuzu on November 12, 2010, 08:50:45 pm
I'm still sticking to the "OMGCOLLEGE" excuse, but I want to finish this, so I probably will.
Title: Re: Turret ideas
Post by: Pazuzu on December 11, 2010, 04:15:09 am
This just in: Pazuzu is a lazy bastard!
(http://stashbox.org/1040866/turret-concept-iso.png) (http://stashbox.org/1040866/turret-concept-iso.png)
A lazy bastard that occasionally finishes what he starts. Sometimes.
(http://stashbox.org/1040868/turret-concept.png) (http://stashbox.org/1040868/turret-concept.png)
First one is isometric view, second is perpsective (aka the last thing you see before you die). I can't texture, so this will have to work for now.
Title: Re: Turret ideas
Post by: your face on December 11, 2010, 06:28:40 am
That looks awesome!  Great work.
Title: Re: Turret ideas
Post by: Ingar on December 11, 2010, 12:04:47 pm
This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
Endurance provails!

Nice turret, but it might look even nicer with a round barrel (and a hole in the front)
Title: Re: Turret ideas
Post by: UniqPhoeniX on December 11, 2010, 03:09:40 pm
Keep in mind the turret has to be able to aim 90 degrees upwards, and ~30 degrees downwards. You might also want to make the bottom part larger relative to the turret.
Title: Re: Turret ideas
Post by: Pazuzu on December 11, 2010, 05:16:55 pm
Thanks for the feedback, everyone!
This just in: Pazuzu is a lazy bastard!
A lazy bastard that occasionally finishes what he starts. Sometimes.
Endurance provails!

Nice turret, but it might look even nicer with a round barrel (and a hole in the front)
I was planning to round it off later, and IIRC, the original uses the texture to fake a "hole" in the front, so since that lowers the polycount, I thought I'd do that too.
Keep in mind the turret has to be able to aim 90 degrees upwards, and ~30 degrees downwards. You might also want to make the bottom part larger relative to the turret.
Ah, right...
Title: Re: Turret ideas
Post by: jm82792 on December 11, 2010, 11:12:52 pm
We need new models for the buildings :)
Title: Re: Turret ideas
Post by: Skywarp on February 21, 2011, 03:31:40 pm
Post it!  :D :turret: :turret: :turret: :turret:
Title: Re: Turret ideas
Post by: Pazuzu on February 21, 2011, 05:12:42 pm
Post it!  :D :turret: :turret: :turret: :turret:
You mean this?
This just in: Pazuzu is a lazy bastard!
(http://stashbox.org/1040866/turret-concept-iso.png) (http://stashbox.org/1040866/turret-concept-iso.png)
A lazy bastard that occasionally finishes what he starts. Sometimes.
(http://stashbox.org/1040868/turret-concept.png) (http://stashbox.org/1040868/turret-concept.png)
First one is isometric view, second is perpsective (aka the last thing you see before you die). I can't texture, so this will have to work for now.
Title: Re: Turret ideas
Post by: mooseberry on February 27, 2011, 11:08:49 am
It looks good, but I would recommend to keep working on it. The base looks good, but the barrel and back need some work. Keep it up!

Or just add these barrels I made a long time ago and never did anything with... :P

(http://farm4.static.flickr.com/3194/3666717221_f01d9e0f1f.jpg)
Title: Re: Turret ideas
Post by: Skywarp on March 08, 2011, 12:50:09 am
Post it!  :D :turret: :turret: :turret: :turret:
You mean this?
This just in: Pazuzu is a lazy bastard!
(http://stashbox.org/1040866/turret-concept-iso.png) (http://stashbox.org/1040866/turret-concept-iso.png)
A lazy bastard that occasionally finishes what he starts. Sometimes.
(http://stashbox.org/1040868/turret-concept.png) (http://stashbox.org/1040868/turret-concept.png)
First one is isometric view, second is perpsective (aka the last thing you see before you die). I can't texture, so this will have to work for now.
yes. As a link. Tremulous compatible, with install files.
Title: Re: Turret ideas
Post by: Pazuzu on March 08, 2011, 03:09:51 am
yes. As a link. Tremulous compatible, with install files.
k, good luck joining any servers if you install it.
Title: Re: Turret ideas
Post by: jm82792 on March 08, 2011, 04:41:20 am
Pazuzu texturing is idiot proof if you don't want  pro job.
Unwrap it and slap on a texture.
Make the seams appear in inconspicuous places.
It can be done within 5 minutes if you get good at it.