May have to look into that. Also, the glass was just for a good screenshot.
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- Lunar colony models!!!
Author Topic: Lunar colony models!!! (Read 6431 times)
I like them selenaut. If you keep the rigidbodies simple, then you can invest in good-looking skinmeshes for them and not lose framerate.
That's actually pretty much what i'm doing; making a sinmesh mask that sits over an invisible rigidbody (which are the "models"). I will post the skinmeshes when they are complete.
When you get more used to modelling, maybe you could attempt something like this landing platform:
Helpful for a space game!
Helpful for a space game!
holy crap that's a lot of detail
looks like something i could do if i had a reference. only problem that i have pretty much all the time is "what do i want to make?"
i do have to say, sketchup is nice for learning/buildings/quick concepts, but sometimes other modelers can be more useful.
example, a 2 wheeled vehicle i tried to make with sketchup vs. my recent redo attempt with wings3d. so far, i'm satisfied with wings
(wings left, sketchup right)
looks like something i could do if i had a reference. only problem that i have pretty much all the time is "what do i want to make?"
i do have to say, sketchup is nice for learning/buildings/quick concepts, but sometimes other modelers can be more useful.
example, a 2 wheeled vehicle i tried to make with sketchup vs. my recent redo attempt with wings3d. so far, i'm satisfied with wings
(wings left, sketchup right)
Lol yeah, I wouldn't expect it in as high detail.
Reference? You really wouldn't need a reference for something like that, just figure it out as you work!
I'm gonna model one at some point for my space game but would be happy if someone beat me to it...
Reference? You really wouldn't need a reference for something like that, just figure it out as you work!
I'm gonna model one at some point for my space game but would be happy if someone beat me to it...
jestermon
With a normal map and a low poly mesh it will be perfect for a game. (The spaceport.. that is)
The funny thing is: I wasn't thinking of something that complex for a landing...
Also, the car is cool; that is pretty much what i am doing, except i'm using the sketchup one for the rigidbody.
Also, the car is cool; that is pretty much what i am doing, except i'm using the sketchup one for the rigidbody.
It doesn't have to be complex. As jestermon says, you can compensate with normal mapping and good texturing. You need to aim fairly high though if you want your game to look good enough against the competition.
I also said this is a WORK IN PROGRESS and that it is not good enough yet for a commercial game; it was just an idea that popped into my head (remember that this is a project, not a game YET).
Oh of course. I think you'll be surprised how easy modelling can be though, I encourage you to try more complicated models as I know it helped me get good at modelling!
jestermon
Taking small steps at a time is the way to go, but always keep high quality as the final goal. Sometimes good looking games can make that sale. Gameplay is important.. but a good game that looks cheap is not a winner..
Aim for the stars, and keep modeling as the main focus.. since you can even make serious bucks with models, sometimes even more than with games..
It is not unusual for game companies to spend BIIG $$$ on 3rd party models, since it can be cheaper than making it themselves.
Work in progress is good.... aim as high as you can dream, and practice practice, practice.
PS: Imagine yourself as a "black-belt" modeler, and you are learning the katas for your next belt
Aim for the stars, and keep modeling as the main focus.. since you can even make serious bucks with models, sometimes even more than with games..
It is not unusual for game companies to spend BIIG $$$ on 3rd party models, since it can be cheaper than making it themselves.
Work in progress is good.... aim as high as you can dream, and practice practice, practice.
PS: Imagine yourself as a "black-belt" modeler, and you are learning the katas for your next belt