[mrel] High Poly Ip

antifreezeantifreeze The guy with the goods! Join Date: 2003-05-12 Member: 16232Members, Constellation
edited August 2003 in NS Customization
<div class="IPBDescription">Does what it says on the tin.</div> Nice and simple, nothing special.
High poly IP.

Old IP --> 237
New IP --> 948

<a href='http://www.appj76.dsl.pipex.com/host/high_poly_IP.zip' target='_blank'>Download</a>
<a href='http://mirror.spinnahost.com/files/ns/custom/high_poly_IP.zip' target='_blank'>Better Mirrorage!!! <---- Thanks farcry</a>

www.appj76.dsl.pipex.com/host/high_poly_IP.jpg[/IMG]


First time i have released anything at all.

Comments

  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    erm... what diffs are there?...
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    does it get rid of that annoying flickering on the pad? anyone else have that? if you move around at certain angles the pad will flicker with blue lines...
  • 343_guilty_spark343_guilty_spark Join Date: 2003-06-18 Member: 17462Members
    Blue lines <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> It goes see-through for me.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    thats because the plane of the model is in height = 0 like the texture below.
    you see both faces at once depending on your z-buffer, color dept and gfx card.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    Anti-freeze, while its a good model, I cant see how the extra 600 polies or so have been used to great effect, without a major difference people aren't going to waste frames per second. (try making it a complete circle maybe?, rather than lots of sharp edges)
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    What would be grand with some of these higher-poly models would be if people could enlarge (and clean up) the textures, for better detail/definition.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    edited August 2003
    Nice plan maus. The extra polys were just for general smoothing.
    And yes it should fix the flickering, the bottom of the IP is slightly abouve the ground its placed on so that should happen any more

    P.S. Thanks for not flaming
  • MalambisBZMalambisBZ Join Date: 2002-11-21 Member: 9559Members
    I suggest you add a face to the bottom.
  • XiileXiile Join Date: 2003-02-22 Member: 13818Members
    /me doesnt see any difference. But then again...
    /me is dumb. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    All the maps in ns are 256x256, i have tryed re-skining them but i didn't really get very far, 256 is hard to work with plus adding detail, unless the were re-meshed at 512x512.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    They don't need to be remeshed. The skinmesh fits to the dimensions of the texture.
  • WotahmiWotahmi Join Date: 2003-08-27 Member: 20285Members, Constellation
    I like it personally. While there is very little added to it. Its still good to see people making high poly models. Well done.

    Not everyone has old **** systems.

    Perhaps in the next version add a little more to the shape. Perhaps a small generator box hanging off the side with a small light or something. Just small... but add a little bit of a personal touch.

    But, yeah its good to see some high poly models like I said. Nice.
  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    i think the hi-poly is cuz there is 1 nice round pipe on the side
  • HKKHKK Join Date: 2003-05-19 Member: 16489Members
    <!--QuoteBegin--Maus+Aug 28 2003, 04:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ Aug 28 2003, 04:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> They don't need to be remeshed. The skinmesh fits to the dimensions of the texture. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No i meant a new skin with more detail.
  • The_ThingThe_Thing Join Date: 2003-02-25 Member: 13993Members
    Oh antifreeze, can I modify this hi poly IP and release it on the forums? (hope im not getting too extreme like when i asked sid for permission <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> ).
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    course, but yea your getting a bit extreme. I have no problem in any1 doing anything to my creations, long as im atleast in the credits.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    edited August 2003
    Ohh ffs. Pipex webservers have borked up, they say they are fixing it but no eta. So download link is down...
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    Sorry for triple post.

    Just quickly done a high poly granade round. Not going to release it though, you can hardly tell the differance at all
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    hey! anyone one doing high poly models!

    Gotta say, i will not be doing an high poly version of the IP it's fine as it is now imho.
    Any extra detail i'd add would be unnoticed.

    And for 900 polys, i do not see a big difference from the old one! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
    I could give you a few pointers if you want. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    I need all the help i can get. BlackPanther any pointer would be very welcome.
  • BlackPantherBlackPanther Join Date: 2002-02-11 Member: 197Members
    Well the main advice i can give you to make high poly stuff, is to increase the level of detail on the stuff that is apparent at first glance.

    For the IP, the main part is the border. But, since the whole building is small, if all you did was make it rounder, you'd have to crouch and look closely to see a difference. While as someone walking by would see nothing interesting.

    So you have to use the little features around it, like those cylinders poiting outwards.
    Make them a bit bigger and add more.

    Look at my res node model i made. I made the whole thing rounder sure, but it's just to make the "8 sided look" go away. I took the 2 little pipes which were 4 sided, and make them 12, then copy/paste the whole thing over. Still hase the same basic look, but the detail is a lot easier to see.

    As for my armory, i changed the panel to one with depth, since most ppl go right in front of them to get ammo. I also made the advanced modules that extended rounder, since that a dead give away of the status of the building.
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    thanks, wonder what to try next. id like to try a turret or something.
  • farcryfarcry Join Date: 2003-06-22 Member: 17614Members
    FINALY got this **** mirrored <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <a href='http://mirror.spinnahost.com/files/ns/custom/high_poly_IP.zip' target='_blank'>http://mirror.spinnahost.com/files/ns/cust...igh_poly_IP.zip</a>
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