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3 Dimensional Chat / Latest game models from Banshee

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Grismald
22
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Joined: 4th Mar 2003
Location: France
Posted: 7th Mar 2004 14:13 Edited at: 7th Mar 2004 14:15
Nice stuff zircher . What's the polycount?
The texture is good either; there's just one thing i think you should change; the red line around the bottom is a bit too flashy IMO and those barrels deserve a better texture.


Team EOD: Programmer :: 3D artist
LordoFire
21
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Joined: 14th Feb 2004
Location: United States
Posted: 7th Mar 2004 20:20 Edited at: 7th Mar 2004 20:23
I love your hover tank Nick(or Andy), very well made. The mechs would look cooler, and they would make more sense, if the legs were a bit longer. Either way though, they look fantastic.

When it comes to programing, I'm on fire!
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 7th Mar 2004 23:29 Edited at: 9th Mar 2004 22:55
> What's the polycount?

990, one of the 'rules' was to keep it under a 1,000. You can blame the curved surfaces for jacking up the poly count on this one.

> The texture is good either; there's just one thing i think
> you should change; the red line around the bottom is a bit
> too flashy IMO and those barrels deserve a better texture.

Noted. I've got some ideas bouncing around that I want to try out. So, I hope to create a second design later this week.
--
TAZ

Grismald
22
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Joined: 4th Mar 2003
Location: France
Posted: 8th Mar 2004 22:39
hey zircher i think you should thart another thread, i did the same thing and i realize it's quite impolite, it can be considered as a thread hijack

Anyway i'm looking forward to seeing you model finished


Team EOD: Programmer :: 3D artist
Nick Igoe
21
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Joined: 1st Feb 2004
Location: BansheeStudios
Posted: 9th Mar 2004 20:38
I dont mind at all, Its kind of a compliment really

Andy Igoe
22
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Joined: 6th Oct 2002
Location: United Kingdom
Posted: 10th Mar 2004 17:15
Quote: " love your hover tank Nick(or Andy)"


For clarity all the models you see in this thread are by Nick. Most of Banshee's models are Nicks.

I make a few things from time to time like the levels in Transfusion, the world in Extranjero, and I make the odd fantasy monster in the hope of one day working out how to animate properly.

I am to modelling what Nick is to programming: We know what we want; we know what it involves to make it happen; and we ask the brother to do it.


God created the world in 7 days, but we're still waiting for the patch.
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 10th Mar 2004 17:37
Sounds like a good team dynamic. Back in the day, I used to provide 'technical support' for some of my brother's projects.

"Cool supervillan base. Where are the bathrooms?"
--
TAZ

Dark_ITheI _Angel
22
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Joined: 3rd Sep 2002
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Posted: 11th Mar 2004 03:23
If 1200 polys are high then i should leave this

*Angel


Just a fan of art!
zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 11th Mar 2004 04:05
Well, 1200 is relative to how many units you plan to have running around at the same. If you're playing a FPS tank game like Tread Marks, that perfectly OK. Now, if you were trying to do a Command & Conquer tank rush, 1200 might be insanely high.

From Nick and Andy's comments, I gather that 1200 is for up close models with a dynamic LOD routine taking it down from there. That sounds very workable for battlefield game that is somewhere in between an FPS and an RTS.

My next project is going to be a turn based tactical combat game, I have the luxury of using as many polygons as I need. But, I still have to be realistic with my polygon budget. I'll probably use an aggressive fog of war model to cut down on the workload.
--
TAZ

Nick Igoe
21
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Joined: 1st Feb 2004
Location: BansheeStudios
Posted: 13th Mar 2004 11:40 Edited at: 13th Mar 2004 11:42
we do have an awsome lod system, we are also planning on having at least three of these units on screen with a landscape and other scenery models. what I have seen so far does look impressive. we have just got to turn it into a game now.

It will be a sort of mech simulator with a mission editor etc

zircher
22
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 14th Mar 2004 01:47
How configurable? Say I wanted to create my own mechs and load them in? Not that I can animate worth beans, but will you all provide enough info for folks that want to make custom mechs? Perhaps some options for custom textures?
--
TAZ

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