Author Topic: [WIP] The Highwind  (Read 26167 times)

BloodShot

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[WIP] The Highwind
« on: 2011-03-30 00:45:37 »
Hey guys, just thought I'd post this here - I've been working on this for 2 days now, and wanted to get your opinions of it.

It's the Highwind airship, my first model I ever made with blender (2nd model overall, 1st was/is an M4 with Maya). I kinda just screwed around with blender until i got how to make and edit shapes and this is what I came up with so far. I hope to eventually get this in game - so what do you guys think so far?
Reference Picture:


Model:
« Last Edit: 2011-03-30 10:48:53 by BloodShot »

pyrozen

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Re: [WIP] The Highwind
« Reply #1 on: 2011-03-30 00:54:13 »
looks good so far, hopefully we can finally get one ingame! Two questions, can you make good UV maps and how many faces is it?

BloodShot

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Re: [WIP] The Highwind
« Reply #2 on: 2011-03-30 00:59:49 »
1. I've never made a UV in my life (though I have messed around with existing UVs before
2. would you happen to know how you count the faces of a model in blender?

BloodShot

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Re: [WIP] The Highwind
« Reply #3 on: 2011-03-30 02:01:39 »
Update:



This one would be how it will look in game:



yarLson

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Re: [WIP] The Highwind
« Reply #4 on: 2011-03-30 02:09:52 »
looking really great, are you gonna do a rocket engine (end game) version as well  ;D

obesebear

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Re: [WIP] The Highwind
« Reply #5 on: 2011-03-30 02:42:57 »
This is the Highwind texture from the International Disc.  It might help you in setting up the UVs


Timu Sumisu

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Re: [WIP] The Highwind
« Reply #6 on: 2011-03-30 03:16:54 »
good shape - now you need to learn how to optimize! (before uving).

long and short of it-
1.select multiple vertices, click w, click merge
2. keep doing this
3. keep doing 1 and 2 so long as the shape stays the same
4. when you cant do it anymore - its optimal!

halkun

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Re: [WIP] The Highwind
« Reply #7 on: 2011-03-30 03:35:16 »
I shudder every time I see the international UV maps... What a waste of space!

FeliX Leonhart

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Re: [WIP] The Highwind
« Reply #8 on: 2011-03-30 04:27:45 »
Wow! Finaly a hi-poly highwind^^

Jaitsu

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Re: [WIP] The Highwind
« Reply #9 on: 2011-03-30 13:16:07 »
wow man, that looks great! very smooth.

willis936

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Re: [WIP] The Highwind
« Reply #10 on: 2011-03-30 17:06:33 »
Wow I farted.  It's nice to see those terrible quality world map models get some attention.

FeliX Leonhart

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Re: [WIP] The Highwind
« Reply #11 on: 2011-03-30 17:15:59 »
Yeah, finaly someone is makin the models^^ Keep up this great work!

Kyo13

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Re: [WIP] The Highwind
« Reply #12 on: 2011-03-30 17:52:06 »
One word : Cool ! Thanks again, to you and all modders ! Good luck !

BloodShot

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Re: [WIP] The Highwind
« Reply #13 on: 2011-03-31 01:37:11 »
Update:

Well, after a couple of hours of work (yes I'm slow lol) I have a much lower poly version, I reduced the amount of polys on pretty much everything that could be reduced - here is the result.

Before:


After:






What do you guys think? I think it survived the reduction with very little loss in quality :D

pyrozen

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Re: [WIP] The Highwind
« Reply #14 on: 2011-03-31 01:44:40 »
still looking good! a good UV and textures will mask any blockiness that the reduction introduced. As someone else asked, will you be doing the jet powered version as well?

BloodShot

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Re: [WIP] The Highwind
« Reply #15 on: 2011-03-31 01:52:42 »
You mean when they drop the turbines and extend the Jet engines, or after the game is over and it turns into the Super fast Jet? I was considering doing both, though the first would be much quicker to do. That is, of course, once i get it working in game.

yarLson

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Re: [WIP] The Highwind
« Reply #16 on: 2011-03-31 02:00:30 »
the first one you said. The second one your talking about isn't even playable but I suppose you could always do it for fun :D

BloodShot

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Re: [WIP] The Highwind
« Reply #17 on: 2011-03-31 03:01:24 »
lol. Decided to do a quick test to see how it looked in game. Didn't quite work the way I expected:


I think it could have been since i used kimera 095 for this instead of 091. 095 has some weird ass problems with field models.

obesebear

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Re: [WIP] The Highwind
« Reply #18 on: 2011-03-31 03:08:14 »
I recently discovered that part of .95s problem with field models is it neglects to put the @rsd091297 (or whatever that line is) on the rsd files.  Apparently that actually affects them in game.   If .95b isn't working for you, .93 is the way to go.
« Last Edit: 2011-03-31 13:54:35 by obesebear »

BloodShot

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Re: [WIP] The Highwind
« Reply #19 on: 2011-03-31 10:38:59 »
Have a link to 93? I always used 95 for battle and 91 for field, but 91 seems a lot less polished than 95, and has some odd problems with replacing pieces.

Timber

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Re: [WIP] The Highwind
« Reply #20 on: 2011-03-31 10:59:26 »

Kyo13

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Re: [WIP] The Highwind
« Reply #21 on: 2011-03-31 11:42:29 »
Do I need glasses or you submarine isn't the original one too ?! Seems better than mine (original) XD

Did I overlooked a mod ?! oO

willis936

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Re: [WIP] The Highwind
« Reply #22 on: 2011-03-31 13:08:30 »
If I'm not mistaken the sub is. From the WMRP (world map restoration project).  I can't remember if the R actually means restore but you get the idea.  Great little (BIG) project. It's a branch of team Avalanche at this point. I suggest checking that forum out if you haven't already.

Timu Sumisu

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Re: [WIP] The Highwind
« Reply #23 on: 2011-03-31 15:27:27 »
good reduction, you could probably do even more. to judge the detail, zoom out in blender so that its a similar size onscreen to as it is ingame. If you cant see the jaggies, its good!

BloodShot

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Re: [WIP] The Highwind
« Reply #24 on: 2011-04-01 02:54:17 »




Got it working right ingame. Also, did more poly reduction though didn't port that into the game yet. Next task I assume will be texturing, and from what I hear, UV maps can be a pain in the ass.