yes, i know it looks plain, but i can't come up with any more ideas. anyone got some good suggestions to make this missile look more agressive or hi-tech?

ART-Titan and Sidewinder missile
#1
Posted 25 September 2003 - 02:02 PM
yes, i know it looks plain, but i can't come up with any more ideas. anyone got some good suggestions to make this missile look more agressive or hi-tech?
#2
Posted 25 September 2003 - 03:04 PM
Digital Equinox
#3
Posted 25 September 2003 - 04:00 PM
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#4
Posted 25 September 2003 - 04:03 PM

*Coming back? Avast! Facehugger, finish your assignments!*

#5
Posted 25 September 2003 - 10:30 PM
Of which looky what came up on the first page http://www.melcom.fr...allery/xcom.htm coincidence or what

#7
Posted 26 September 2003 - 05:30 AM


edit: or maybe I should let someone else do the explanation

Attached Files
Edited by j'ordos, 28 December 2004 - 04:48 AM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

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#8
Posted 26 September 2003 - 07:46 AM
Cubik posted a link to a texturing tutorial for lowpoly models, it's on page 3 of this thread.
Instead of actually putting a few primitives together (this looks like a cartoonish fireworks rocket actually), I think it would be easier if you put an image of a Sidewinder (or any other missile you see fit for the Stingray base) as a viewport background, and draw a line shape following the edges (you can make that very detailed with every diameter difference and all, as it only will be shown in Xnet, unless we will have the craft weapon models appearing on the aircrafts in battlescape too?
). You only need to draw one half of the missile like the white shape on the missile in this image (without wings), and then you can lathe the line (the missile image I used can be found here)
edit: or maybe I should let someone else do the explanation



anyways, here's a more missile-looking... missile

should i remove the name from the texture? i don't know if it looks good or not
Attached Files
#9
Posted 26 September 2003 - 08:18 AM
Attached Files
Edited by Breunor, 26 September 2003 - 08:31 AM.
#10
Guest_Jim69_*
Posted 26 September 2003 - 08:18 AM
Sorry, got transported back to my childhood, the writing is exactly the same I swear

#12
Posted 26 September 2003 - 01:08 PM
Also, you may want to make the fins more pointy, like real missile fins.
Maby you could include a little comment on the missile that some tech painted on? "Take THIS to your leader!" or something similar. Just a thought.

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#13
Posted 26 September 2003 - 01:30 PM
edit: based loosely on the ASRAAM
Attached Files
Edited by j'ordos, 26 September 2003 - 01:35 PM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
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#14
Posted 26 September 2003 - 01:44 PM


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#15
Posted 26 September 2003 - 03:43 PM

i still haven't added text to the fins because first i need to find out how to merge their "primitives" into one. any help on that?
btw, nice work j'ordos

Attached Files
#16
Posted 26 September 2003 - 04:37 PM

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#17
Guest_Jim69_*
Posted 26 September 2003 - 04:47 PM
They are both based off two different missiles, so it depends what the Stinger is meant to be.No offence SupSuper, But I like J'ordos' missile better. It seems sleeker and more modern.
Edit: And they are both based upon missiles that are 20-30 years old so modern isn't a problem. Usually bigger means bigger payload/speed so it also depends on the stats. I would ave thought that Sup's one could be used for the bigger missile if it were made a little bigger.
Edited by Jim69, 26 September 2003 - 04:49 PM.
#18
Posted 26 September 2003 - 04:51 PM
This is an example of a real life, very long range, very heavy air intercept missile, the AIM-54 pheonix missile.

In the game the Avalanche had capabilities sort of in between the the aim54 and the sparrow, and largely eclipsing the performance of the AMRAAM, if I recall correctly. I think it would be a larger missile, either very long or very thick in comparison to the AMRAAM.
One other thing I would make the stabilizer fins thinner and more blade like. They don't have to provide any lift, just stability.
Note that the yellow thing on the front is not the seeker head but a sock over it to protect it.
Here I go an angry brother gonna make his move
But can I buck him in the city so I never lose?
See I'm a get him in the crowd with a couple heavies
And lay the barrel to the ground, hold the gat steady
And now I'm ready for my adversary, talk is cheap
I'm looking for a way to make a plan gonna keep it neat
So don't be telling me to get the non-violent spirit
'cause when I'm violent is the only time the devils hear it
'cause all I want to see is m****f***ing brains hanging

#19
Posted 26 September 2003 - 05:10 PM
well, j'ordos probably has more experience than me with 3ds max so it's bound to be better.They are both based off two different missiles, so it depends what the Stinger is meant to be.No offence SupSuper, But I like J'ordos' missile better. It seems sleeker and more modern.
Edit: And they are both based upon missiles that are 20-30 years old so modern isn't a problem. Usually bigger means bigger payload/speed so it also depends on the stats. I would ave thought that Sup's one could be used for the bigger missile if it were made a little bigger.
true, one of the missiles could be used for Stingray and the other for Avalanche. slighty bigger in what? length or thickness?
#20
Posted 26 September 2003 - 05:14 PM

And the Avalanche would be both wider in diameter and longer, but I guess you can still increase the length a lot
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#21
Posted 27 September 2003 - 01:23 AM
Supsuper, don't worry about putting textures onto your missiles, please read the submission guidelines for how and what to post. Thanks.
As the missiles are going to be only seen in X-net the quality must be very high, as an example we should be looking at current games for the level of quality for our models. Think Half life 2, Halo, Project Stalker, Doom 3 and Unreal 2003. I'm not putting anyone's work down, I'm just saying thats the level of quality we need.
Don't skimp on the polys you guys can afford to use as many as you need. Though if you come up with a 6000 poly missile, there's something amiss

#22
Posted 27 September 2003 - 05:23 AM

:



Attached Files
Edited by j'ordos, 27 September 2003 - 05:27 AM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#23
Guest_Jim69_*
Posted 27 September 2003 - 05:27 AM

#24
Guest_drewid_*
Posted 27 September 2003 - 08:18 AM
where??? what does the wireframe look like?Ooops
![]()
:: just checked, already at 10k
Maybe a tad too much??
#25
Posted 27 September 2003 - 08:48 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#26
Posted 27 September 2003 - 09:15 AM

(about it looking like a torpedo, just do a quick image search for 'asraam')
Attached Files
Edited by j'ordos, 27 September 2003 - 09:17 AM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#27
Posted 27 September 2003 - 11:35 AM

#28
Posted 27 September 2003 - 03:06 PM

(I wasn't expecting to get audited though :

"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
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#29
Posted 27 September 2003 - 03:36 PM

Anyway, I based the stingray off the sidewinder, and the avalanche off the AMRAAM. I can always change this, but Id rather not.



*Coming back? Avast! Facehugger, finish your assignments!*

#30
Posted 27 September 2003 - 04:12 PM
We originally bandies around a figure of 3000 polys per item but that ws flexible. Basically if you can use 500 polys instead of 10,000 then it makes good sense to do so. Which is why I said above as high a detail as possible but keep the polys under control.
6000 polys is a good absolute limit which allows for a huge amount of detail to be modelled in, just remember that there will be at least a bump map, texture map and in most cases some kind of environmental map as well.
Basically if we allow for a leeway once it comes to putting these high res images into the engine we should be able to keep the specs we set out. However if we max out on every detail it not only will make the engine work harder but it will give us much less headroom when putting it together. Remember its not just the model that'll be onscreen but also the ui as well. It all adds up.
Jordos, think of yourself as unique. You're the first person to be asked to drop the quality level of a model. We usually ask for more detail

Edited by Deimos, 27 September 2003 - 04:14 PM.
#31
Posted 27 September 2003 - 04:45 PM
hmmm...Supsuper, don't worry about putting textures onto your missiles, please read the submission guidelines for how and what to post. Thanks.
well, here's my missile, longer and completely raw and textureless (looks real ugly IMO). does anyone know how to get the number of polygons my model uses? or how to change the background color of the rendering? i use 3ds max 4

edit: thx for the help. changed the rendered image and got a 3288 polygon count.
Attached Files
Edited by SupSuper, 28 September 2003 - 06:55 AM.
#33
Posted 27 September 2003 - 04:52 PM
2)background colour: choose 'environment' from the 'rendering' menu at the top, and there you can change the default rendering background colour, IIRC
edit: I'd make the nose cone have a sharper point, and a smoother transition between the body and the nose would be good as well. Maybe this one can have larger fins as well? (I like those of the Phoenix

Edited by j'ordos, 27 September 2003 - 04:56 PM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#34
Guest_Jim69_*
Posted 27 September 2003 - 04:56 PM
Pain in the arse innithmmm...Supsuper, don't worry about putting textures onto your missiles, please read the submission guidelines for how and what to post. Thanks.
well, here's my missile, longer and completely raw and textureless (looks real ugly IMO). does anyone know how to get the number of polygons my model uses? or how to change the background color of the rendering? i use 3ds max 4![]()

#35
Posted 27 September 2003 - 08:19 PM


#36
Posted 28 September 2003 - 03:26 AM


Oh yeah, now at only 2.8k polygons

Attached Files
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#37
Posted 28 September 2003 - 03:51 AM
the truth about scientologySome people say that dreams are a portal to the subconscious. If that is so, I am a very disturbed person.
#38
Posted 28 September 2003 - 04:48 AM

Seeing as your second one is based off the sidewinder it could be used for the stingray replacement and the vib.. I mean high poly one could be used as the avalanche replacement.
To be quite honest there isn't much difference in detail between you first and second models, I'd go as far as saying the second has more detail on it, so maybe with some tweaking your first one could be brought down to a similar poly level? See how I'm going on about this? I like it lots so stick some fins on the front drop the polycount and I reckon it'd be a winner as well.
#39
Posted 28 September 2003 - 08:24 AM

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#41
Posted 28 September 2003 - 12:27 PM
That's alright, SupSuper. Nothing wrong with inspiring each other.
that is one sweet missile, j'ordos! great work
actually i was basing mine on that one but i'm simply not that good :wink:
#42
Posted 28 September 2003 - 03:53 PM
Are there any more obvious changes needed, or can I call this one done for now? (or should I make it still less detailed and create more detail with textures?

Attached Files
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#43
Guest_Jim69_*
Posted 28 September 2003 - 04:33 PM
#44
Guest_drewid_*
Posted 29 September 2003 - 06:02 AM
#45
Guest_drewid_*
Posted 29 September 2003 - 06:06 AM
#46
Posted 29 September 2003 - 07:02 AM
#47
Posted 29 September 2003 - 10:10 AM
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)
#48
Posted 29 September 2003 - 10:18 AM
Digital Equinox
#49
Posted 30 September 2003 - 08:03 AM

#50
Posted 30 September 2003 - 09:47 AM


And I've uploaded the .3ds file of the final stingray to ftp, If anyone feels like skinning it... I'll try it out sometime but it could take quite long

But if I implement a specular map, won't the missile keep glowing in exactly the same way (the light and darker spots staying put on the missile), as if the lightsource is rotating with it? Or am I totally wrong here?
edit: about 1600 polygons
Attached Files
Edited by j'ordos, 30 September 2003 - 09:50 AM.
"The mind is like an umbrella, it functions best when open" - Walter Gropius

SNEKK BLOG U-LAR MEKHH! GAHGHH! RK!
GRRGH RGGHH SNORRTT GHACKHGG
Now presented in DoubleVision (where drunk)