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Feedback for my Models

Last post 2/5/2010 4:32 PM by Meta. 10 replies.
  • 2/4/2010 3:41 PM
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    Feedback for my Models

    I have not really played much with blender but I am getting better at it. Just want to get some feedback to see what others think of my stuff. I have to finish a few of these and texture most. I have not spent much time on text

    Skythe

    Luka

    Falcon

    Lil'Bot


    Scorpion
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  • 2/4/2010 6:09 PM In reply to

    Re: Feedback for my Models

    What kind of responses are you looking for? overall design? model quality? etc?

    There seems to be plenty of technical problems but we need to see wireframes to give real feedback on those. I can say outright that there is high levels of inconsistent poly density, I'm not particularly fond of any of the designs as a whole really though I think that second one has some potential it just looks like all the polys are screwed up on the back end of it and a few scattered throughout(once again images of the wireframes will tell us a lot more so we can suggest things)

    The first one has basically a full smooth on it, if you're not using normal maps you need to define some hard edges directly in your model (blender is 'dumb' so I don't know how smoothing groups work in it... please note the quotes around dumb, its dumb to me I don't need any blender fanboys freaking out).

    The third image is a very bad angle for giving feedback. If you want the best feedback you can get you should render a top, left/right, and angled image at the minimum. Bottom and front images should be done when significant details of the ship are only visible from those angles, include wireframes of at least the angled shot.

    Overall I think they all use way too many polygons (once again need some wireframes to judge) but to truly judge that we also need to know the target size of these models, will you be able to see them this large and clearly in the final game?

  • 2/4/2010 8:08 PM In reply to
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    Re: Feedback for my Models

    These are not really for use in game I was just playing around with the stuff, they are all around 2000 -3000 verts, the second one looks strange in the pic because it has a high reflection on it, for some reason blender will not save the texture for that one or the red one, I have to redo the texture each time I go into it.  The roundness is just a set smooth for a good pic but for use all of them will be striped down to a lower amount of verts and cleaned up.  I am just getting used to blender these are all i have done.  The second ship is the second thing I made in blender and the first one I messed with textures and colors on .
    I was just curios if people liked the designs of them or if I should ditch them and not worry about taking the time to do the texturing.  The scorpion has a lot more done that this pic but I have a problem with render now where the legs dont show up when rendering so I have to fix that before getting back to it.  I was planning on getting the textures done on them then doing the all angles pic.  The first pic up there is my most recent and I like how it turned out a lot, im gonna do a specific texture on it tonight and get the full view some time soon.

    Also what is a good poly count for ship models of a small to medium size?
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  • 2/4/2010 9:36 PM In reply to

    Re: Feedback for my Models

    Meta:
    Also what is a good poly count for ship models of a small to medium size?

    Size isn't what is important. The most important factor is how many of these ships do you plan to have on screen at any given time.
  • 2/4/2010 10:34 PM In reply to

    Re: Feedback for my Models

    Size is important. Its important when your game can't be larger than 50mb (or whatever the size restrictions are) also if all your models are 500,000+ tris that is still going to slow you down even if you only have one of each. A few thousand tris won't make a difference sure but there is a limit. After all big tri counts = big file and big files take longer to load.

    basically what I'm saying is just because you've got a little horse-power under the hood is no reason to neglect proper modeling and optimization.
  • 2/4/2010 11:09 PM In reply to
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    Re: Feedback for my Models

    Meta:
    Also what is a good poly count for ship models of a small to medium size?


    You should be able to make something fairly impressive with 1500 ploys...and normal mapping on these would go a long way, if you're going for a 'realistic' look.

    What kind of game are you thinking of making?  This number could go up if there are fewer ship on-screen, but it's always good practice to hit your visual goals on as few poly's as possible.
  • 2/5/2010 12:39 AM In reply to

    Re: Feedback for my Models

    Yakra:
    Size is important. Its important when your game can't be larger than 50mb (or whatever the size restrictions are) also if all your models are 500,000+ tris that is still going to slow you down even if you only have one of each. A few thousand tris won't make a difference sure but there is a limit. After all big tri counts = big file and big files take longer to load.

    basically what I'm saying is just because you've got a little horse-power under the hood is no reason to neglect proper modeling and optimization.

    Yeah, but that's not the kind of size he's talking about. For instance, a huge battleship you can afford to give it 20k polys if there will only be one of them on screen at a time, but if he's planning on putting 20 of them onscreen at once then it would probably be better to use less polygons for these ships.
    Likewise, if it's a space combat game he's making and your main enemy is fighter ships, but there will be at most 10 of them in a battle at any given time, then there's no reason to stick to only 1000 polygons when you could easily make them really detailed and still fit within polygon and megabyte budgets.
  • 2/5/2010 7:09 AM In reply to

    Re: Feedback for my Models

    How much time do u spend in your sketch pad before you start modeling?  Trust me, anything compelling is born with a pencil first.

    The most creative is the Lil Bot, but it can be pushed further.

    I agree about the Luka model.  Looks like you have a lot of non manifold geometry in the back.  Basically means your polys are creased and not flat like a 2d shape should be.  That is a very dumbed down way to describe it.  This should clear it up more.

    http://forums.cgsociety.org/showthread.php?t=95063

    Or it could be weird texture issues, which I think you pointed out above.
    D. Patrick Roeder, Jr. | patrick@patrart.com | www.PatRArt.com | Masters in Digital Production Arts
  • 2/5/2010 3:01 PM In reply to

    Re: Feedback for my Models

    Was going to say the same thing as D Patrick Roeder Jr. They all look a bit uninspired. Try building a few models off of some detailed concepts.
  • 2/5/2010 3:25 PM In reply to
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    Re: Feedback for my Models

    http://images.google.com/images?hl=en&safe=off&q=star%20wars%20ship%20concept%20art&oq=&um=1&ie=UTF-8&sa=N&tab=wi

    If you're making a game about ships and space, the latest Star Wars movies have produced TONS of amazing and inspiring concept art. Pick up one of the 'making of' books if you want to shake up your designs.

    Can't wait to see the next round of models :)

    edit: Or just go straight to this website... http://conceptships.blogspot.com/   Hundrens of genius designs to enjoy!
  • 2/5/2010 4:32 PM In reply to
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    Re: Feedback for my Models

    First off what I ment by the size was say you have ships that you are flying round or whatever, a small ship will be something that will not be too large and will not need detail but a larger ship is gonna need more detail as you will see more of it since its larger, ie a flyby of a ship roughly your size (fighter), compared to a medium cruiser that you could park 100 of your ships in.  If you do a fly over the larger cruiser then you will probably want more detail.  I was just curious i guess as to the max on screen tris you would want.
      Also as for all of the stuff none of them are finished, there are extra verts to be removed on all of them and I am going to go back and add some more detail to them later.
      The second model is the second model I ever made.  I am gonna go back and finish it some day along with the rest.  I am gonna make two versions of all of the stuff if I use it, one will be a in game useable model, the other will be a high poly good finish for use as backgrounds or whatever.  As for the next week or two I am not gonna be able to get any work done on any of these as I have a lot of school work to to do and business has picked up at work.  Plus I have to do some work to a few of may cars, and I have not done any programming in a week, so these models will stay as they are for now till I can get the time to focus on them.  
      All of them were pretty much quick projects the red ship took me an hour to make and the first ship took me around an hour and a half, if I could dedicate serious time to them I could get them looking a lot better, I just dont have the time as most of us here dont.
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