Since 2 months ago
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dont listen to lama, he makes fail :awesome:
just turning off edged faes makes a huge difference. you can't see whit with edged faces on so many subdivs anyway. plus, that high res stuff you see, that's not like that all the time.
i make a low res mesh (with special techniques to get a proper high res), then shove a turbosmooth on it. tadaah, high res. just take off the turbosmooth, and you can turn on edged faces again.
ye, i hide and unhide alot of stuff, lets me see all around the object while im working on it too, and dont have to worry about other things blocking my view when i rotate around the object.
and the tube, that's not a texture, that's geometry :D
i'll make a timelapse of the next bit i'm going to work on, so you can see how and what and blah.
Good idea :D
i've got a 3d card wich exels at just pushing raw polycount, it runs pretty smooth, and like it said, my high res "cage" (special low poly), is not that much. its damn wel alot more than your regular "normal" poly model, but its not like 100.000 yet
in any case, the whole process of making it all isnt really hardware-intensive. since it's all raw geometry, no fancy textures, multi-pass shades, pixelshaders, displacement mapping, whatever technical stuff you see in games, it's got no extra load displaying it. (that's when you don't have edged faces on, since that actually adds plenty to be calculated along with the mesh itself)
in short, even you can do it.
told you the lama mackz fail.Quote:
Originally Posted by lamanoob
I wanted to do more work on it, but i decided to slack off with dano instead.
also, his mom's battery is dead or something. :awesome:
ill do more work tonight.
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edit:
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kay.
tonight's work. not much, but meh, every bit counts.
had a lot of problems with this piece, because the concept sucks, 2D =/= acurate :saddowns:
that's also why the foot is so incomplete, the drawing im working from just has some bits floating there, now that might be fine on a concept drawing, but it leaves me to come up with a system that can actually move those pieces around :maddowns:
same goes for that piece of arm. at the top it's right in the middle,but at the bottom, it's aligned with the side of the other bits. and it's slimmer too, so bah, spent a while trying to get that to work, but it worked out in the end i guess.
also, now that i've added some things to it, and get to see the bigger picture, and scale of things, i'm wondering why i put so much effort into SUCH small details you'll never see anyway, it'll be like 1 pixel on the normalmap :saddowns:
wasted effort ftl.
http://xs319.xs.to/xs319/07363/buugggzzzz.jpg
moar tomorrow.
another edit:
the new bit actually has some nice grooves on it, but it diceded not to show up on this:saddowns:, it'll be there next time
That is :awesome:. Can't wait to see you finish it.
Yeah, thats the problem with concepting. I'm making a gun I designed, and I didn't think far enough ahead and now I've gotta devise and model a system that a covenant gun operates :X