View Full Version : Low-Poly Unreal Ship Model
DBartolone
July 18th, 2006, 11:14 PM
This is a low poly ship I am working on for unreal tournament in class. I thought I would throw some renders up and see what everyone thinks. I wanted to do a aircraft that could be driven standing up. I'll update later when it's textured. I had to cut down on detail and a few things like the wings in back to keep the poly count under 1000. Please share any thoughts and ideas you may have.
http://usera.imagecave.com/dbartolone/Portfolio/3D_Game_Ship.jpg
MrGrey
July 19th, 2006, 07:23 AM
Cool low poly design...what app was it modelled in?
KawizradSaddrax
July 19th, 2006, 08:28 AM
That’s the cleanest wire render I have ever seen. Care to share the technique, program, and lighting set up?
As far as the model it self is concerned, it’s coming along nice. It’s accurate to the drawing, and doesn’t have any un-needed polys. Although I suppose if you needed to lower your count further, you could remove some of the beveled areas. Keep it up, I want to see it textured!
/weller
DBartolone
July 19th, 2006, 08:29 AM
I used 3DS Max 8 to model the ship and added a skylight before I rendered it. I've got it to 990 faces which it's supposed to be under 1000 according to my teacher. I started with just some simple box modeling techniques outlining the shape I needed pulling and moving vertices where I felt necesarry. This is my first quarter at modeling a vehicle and something in low polly format so I only hope to improve. Thanx for your comment though, I feel more like I'm heading in the right direction now. I'll try to unwrap it sometime this week and post and update once I finish texturing it.
blindpilot
July 19th, 2006, 10:42 AM
Hey,
I think thats looking nice. I love the skylight, light effect, that soft touch.
Love the vents at the front!
Cant wait to see a textured version :D
BP
dark sepiroth
July 22nd, 2006, 04:46 AM
good geometry you have there.
the polys are good distributed.
yeah well with skylight almost everything will turn up better if you render your WIPS. it's easy and fast too.
well I do't know how good or bad you are with low poly, but i have to say that this model is pretty good.there are some edges though wich I can't really see from the angles if they are really needed.
extra polys are not needed if the surface is smooth.
DBartolone
July 29th, 2006, 12:39 PM
http://usera.imagecave.com/dbartolone/Portfolio/3D_Game_Ship.jpg
Neox
July 31st, 2006, 04:36 AM
hm it's looking quite nice, but you have lots of wasted polygons in there, i think you can remove dozens of polygons without loosing any detail.
DBartolone
July 31st, 2006, 03:18 PM
Where at exactly? I can't have polygons with more then 4 verticies so keep that in mind.
Snuggles
July 31st, 2006, 03:35 PM
Lookin' pretty good so fur, man. I think there are a few misplaced vertices though, that if moved around could be much better at defining outlines.
Neox
August 1st, 2006, 07:56 AM
Where at exactly? I can't have polygons with more then 4 verticies so keep that in mind.
But you can have polygons with less? I mean unreal is triangulating anything you export or not? So why not use triangles instead of doing everything in quads?
I can't believe that unreal is handling polygons/triangles different then all the other 3d engines.
DBartolone
August 1st, 2006, 09:28 AM
At this point of time I don't really have any time left before its due.
Extent
August 7th, 2006, 11:13 PM
Ahh, a shame. Neat model for sure but you defenatly do have a lot of poly waste, or at least lots of polys that could be optomized out. I rarely do any low poly work, but my understanding is that all of the game engines use exclusively tris (for obvious reasons) so if your poly count is 990 quads you're really 980 polys over your budget. I count about 17 quads (34 polys) that could go per gun pod thing (three per side) alone
Keep up the good work though, it looks like youv'e got a good start.
Dose206
August 10th, 2006, 01:56 AM
wow, I hate to jump in on someone else's thread here and ask a dumb question, but all this polys and vertices talk has me a little confused.. and intrigued. can anybody give me a quick and dirty rundown or direct me to the right place? thanks
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