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ForumsShowcase → R.I.P. Jango Fett
R.I.P. Jango Fett
2005-01-30, 1:19 AM #1
[http://www.zentatsu.com/Models/jango/twinssmall.jpg]
[http://www.zentatsu.com/Models/jango/sidejangosmall.jpg]
[http://www.zentatsu.com/Models/jango/handlejangosmall.jpg]

Took about 5 hours. 28,000 polygons. Meant for JK, will work for just about any engine.

JediKirby
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2005-01-30, 1:24 AM #2
Those are awsome!
All is fair in love and war.
2005-01-30, 1:31 AM #3
Lookin' good.... now get them textured *shakes fist*
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2005-01-30, 8:36 AM #4
Code:
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Your Resident Midget says:
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Jon  says:
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Jon  says:
   Must have Mo :p
Your Resident Midget says:
   my thread is in dire need of mo posts
-Hell Raiser
2005-01-30, 8:45 AM #5
Whoa, kill a few polies while you're killing Jango... I know JK can load it and what not, but I imagine this would slow it down, and beyond that, it seems a bit like overkill...
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2005-01-30, 8:45 AM #6
I made a small fix by moving some of the vertices on the back-side of the handle, so it has more of a rounded shape, as in those shots, it looks a tad pointy. Not going to bother posting.

JediKirby
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2005-01-30, 8:57 AM #7
Poly Poly Poly Poly Poly Poly Poly Poly Poly Poly Poly Poly Mushroom! Mushroom!

It looks like it could double as a Lightsaber with a handle, but that isn;t your fault. Looks nice.
Think while it's still legal.
2005-01-30, 9:16 AM #8
After being assaulted by Kirby, I am posting my thoughts on this model.

- Looks SWANK!
- One of the models that I would like to use most in game.
- Great attention to structure.
- Can't wait to see it textured, and in game!

This is all for now. More to come if Kirby beats it outta me.
Who made you God to say "I'll take your life from you"?
2005-01-30, 9:38 AM #9
Wow! Cool stuff! Makes me wish I knew how to texture. ;)

(So where is the 3do for me to post?)

:)
2005-01-30, 10:01 AM #10
Much higher polygonal handle at SAJN_Master's request:
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2005-01-30, 10:08 AM #11
Handle looks much nicer now. However, you may want to do something about that trigger area. It has some sharp edges.
Who made you God to say "I'll take your life from you"?
2005-01-30, 12:34 PM #12
Quote:
Originally posted by LKOH_SniperWolf
Whoa, kill a few polies while you're killing Jango... I know JK can load it and what not, but I imagine this would slow it down, and beyond that, it seems a bit like overkill...

Yeah, it's like all original JK models united in one pistol. Call it the pistol of polydoom.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-01-30, 1:27 PM #13
28,000 polies! :eek: That's insane! Most engines now days only allow 5000 - 7000 for player and weapon models. I don't know how it would be in JK because everything else takes hardly any processing power. UTK4's vehicle polie limit is around 6000. And that's a modern engine. I doubt Half-Life 2 could handle a 28,000 polygon weapon model with out lagging like crazy.
2005-01-30, 1:38 PM #14
Quote:
Originally posted by Obi_Kwiet
28,000 polies! :eek: That's insane! Most engines now days only allow 5000 - 7000 for player and weapon models. I don't know how it would be in JK because everything else takes hardly any processing power. UTK4's vehicle polie limit is around 6000. And that's a modern engine. I doubt Half-Life 2 could handle a 28,000 polygon weapon model with out lagging like crazy.
wrong.

gg no re
2005-01-30, 1:46 PM #15
Quote:
Originally posted by Obi_Kwiet
And that's a modern engine. I doubt Half-Life 2 could handle a 28,000 polygon weapon model with out lagging like crazy.


Why would a high-polygon model cause lag?
2005-01-30, 2:30 PM #16
Woah! Now I can see why everyone was worried:

It's 2800, not 28000! I posted that at like 3 in the morning, so that's probably why it's off.

JediKirby
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2005-01-31, 2:23 PM #17
bumpt
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2005-01-31, 2:29 PM #18
Quote:
Originally posted by jEDIkIRBY
Woah! Now I can see why everyone was worried:

It's 2800, not 28000! I posted that at like 3 in the morning, so that's probably why it's off.

JediKirby

Ok cuz you were blowing my mind:eek:
</sarcasm>
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2005-02-01, 6:17 AM #19
bloody hell Kirby, you're kicking arse these days

and getting too good :mad:

*stab*
Code:
if(getThingFlags(source) & 0x8){
  do her}
elseif(getThingFlags(source) & 0x4){
  do other babe}
else{
  do a dude}
2005-02-01, 10:42 AM #20
Quote:
Originally posted by jEDIkIRBY
Woah! Now I can see why everyone was worried:

It's 2800, not 28000! I posted that at like 3 in the morning, so that's probably why it's off.

JediKirby


Oh! No wonder. :p I knew it had to be something like that.

Quote:
Originally posted by Thrawn42689
Why would a high-polygon model cause lag?


I can only assume that you're joking.

Quote:
Originally posted by Omicron88
wrong.

gg no re


Sorry, I only speak English.
2005-02-01, 12:09 PM #21
Quote:
Originally posted by Thrawn42689
Why would a high-polygon model cause lag?


If you're computer's too busy trying to process on-screen information, it can slow its ability to process incoming information from a multiplayer game, though it's my understanding that the effect is minute. You're more likely to crash or freeze than lag out from a game that's too demanding of your system.
the idiot is the person who follows the idiot and your not following me your insulting me your following the path of a idiot so that makes you the idiot - LC Tusken
2005-02-01, 12:24 PM #22
Er, Thrawn knows all about that. I think he's asking why an average high polygon model would cause any problems. Which it wouldn't. A 28,000 polygon gun in Half-Life 2 would work just fine (providing no hard coded limits are hit, and there are likely none). You would only notice it in intense scenes. 28,000 polygons is nothing to a modern engine, it's just not necessary or recommended for a gun.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-02-01, 8:48 PM #23
Quote:
Originally posted by Emon
Er, Thrawn knows all about that. I think he's asking why an average high polygon model would cause any problems. Which it wouldn't. A 28,000 polygon gun in Half-Life 2 would work just fine (providing no hard coded limits are hit, and there are likely none). You would only notice it in intense scenes. 28,000 polygons is nothing to a modern engine, it's just not necessary or recommended for a gun.


The thing is, Emon that jEDIkIRBY has given us all the impression that the model is for a now 8-year old engine (JK) as opposed to a current-generation engine (Source, Doom3, Unreal 2.0) or next-generation engines (Unreal 3.0).

28000 does seem a bit unrealistic for JK (even with the limiters removed), but I'm guessing that it'll be the staple for the next gen engines (especially when the high-detail models in Unreal 3.0 suprass 10 million polys).
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2005-02-02, 3:36 PM #24
It's 2800, in case you missed that correction.

JediKirby
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2005-02-02, 3:51 PM #25
Quote:
Originally posted by Forsakahn
T(especially when the high-detail models in Unreal 3.0 suprass 10 million polys).

No they don't. Those are just the models before polybumping, or whatever trademark technology they are using with that engine.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-02-02, 4:36 PM #26
Quote:
Originally posted by jEDIkIRBY
It's 2800, in case you missed that correction.

JediKirby


Actually, I didn't. I was just illustrating a point about the differences beteen the capibilities of different engines.

Quote:
Originally posted by Emon
No they don't. Those are just the models before polybumping, or whatever trademark technology they are using with that engine.


You do have a point, but i was actually talking about the source-material models. Not the in-game models (which usually start around 100,000 polys).

I'm left wondering though: where did the T come from in your quote?
50000 episodes of badmouthing and screaming like a constipated goat cant be wrong. - Mr. Stafford
2005-02-02, 4:44 PM #27
Don't know, must have slipped.

The source models for Quake 4 are also in the millions, but the ingame models in the thousands.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-02-02, 7:06 PM #28
The effect is called normal mapping, and it's touted as some sort of sweet brilliant revolution. It's just a natural progression, no more amazing than bump-mapping, which is basically the same thing.
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2005-02-02, 7:23 PM #29
I know what it is. The only difference is using PolyBump or other similar technology to acheive the affect in a different way.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2005-02-02, 10:59 PM #30
Wow! That freaking great! And SAJN's right, if you ever want to make the greatest lightsaber out just detach the handle.
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Rangi
2005-02-03, 11:25 AM #31
The Jango Fett Blaster/Lightsaber. While supplies last. :D
-Hell Raiser
2005-02-04, 4:20 PM #32
Even for 2800 it seems really angular and low detailed...

And the fact that the source models for games using the Doom 3 engine have millions of polys means nothing... the in game models only have a few thousand... and it shows badly.
>>untie shoes
2005-02-04, 5:24 PM #33
I was rather lazy with the indents and didn't do them all by hand, and this is part of the problem. If I wanted to optimize it, I would, but it really doesn't make sense to, since JK and all of the new engines won't even blink.

JediKirby
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2005-02-05, 11:33 AM #34
Looks great Kirby, but you should fix some of the smoothing groups to prevent bad shading spots when you put it in game :P

Good job
2005-02-05, 12:07 PM #35
I never really got into that part of MS3D. Too complex, and annoying. Any suggestions how to rid myself of that lack of knowledge *wink wink pm me and tell me wink wink*

JediKirby
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2005-02-05, 1:34 PM #36
I don't know much about ms3d... but in lightwave I just seperate the faces... it's a pretty simple concept, and it's alot easier than messing around with smoothing groups... Just select the faces, copy them, and delete them... it forms a nice ridge between the sections.
>>untie shoes
2005-02-05, 1:51 PM #37
Yeah, there's a way to do that in MS3D too, you just unweld all the vertices. That doesn't do anything for smoothing groups though, it just allows the angle of the surfaces to be seen.

JediKirby
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