It begins!

RWBRWB Icrontian
edited March 2004 in Internet & Media
Can any of you guess what this is the beginning of???? MUAHAHAHAHA!

3Ds MAX 6 rules over all!!!!
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Comments

  • a2jfreaka2jfreak Houston, TX Member
    edited March 2004
    Looks like something to do with ballistics.
  • edited March 2004
    Hopefully a new MLRS for a BF:V mod.

    KingFish
  • RWBRWB Icrontian
    edited March 2004
    I can't hold it in... it is the missile rack for a Mad Cat MkII from BattleTech(MechWarrior)

    Mucho detail being put in it, I already am at 3200+ faces on this bad boy ;) And this is just the missile rack :D
  • ShortyShorty Manchester, UK Icrontian
    edited March 2004
    That's some damn fine work matey!
  • a2jfreaka2jfreak Houston, TX Member
    edited March 2004
    So it does have something to do with ballistics! :)

    What it really looked like to me was (and I don't recall the techinical name) a "delivery cannon." I saw it on Discovery channel a while back (year or two) where it could be used to project many different things, not just explosives but also project supplies or water, etc.
    RWB wrote:
    I can't hold it in... it is the missile rack for a Mad Cat MkII from BattleTech(MechWarrior)

    Mucho detail being put in it, I already am at 3200+ faces on this bad boy ;) And this is just the missile rack :D
  • edited March 2004
    I wish I had your skills. Great work so far.

    KingFish
  • RWBRWB Icrontian
    edited March 2004
    Kingfish, this is like my 3rd time using 3DsMax 6, I just got it at home and I am gonna try to work on it more there too.
  • ShortyShorty Manchester, UK Icrontian
    edited March 2004
    Btw.. forgot to say... as you do more of this.. keep us updated. I for one am extremely interested in seeing it go through all the development stages :)
  • csimoncsimon Acadiana Icrontian
    edited March 2004
    I never understood why they are square (cubed) and not an extruded hex. It would be a more efficient design.
  • RWBRWB Icrontian
    edited March 2004
    BTW I just wanna make sure it is known that the "skin" material is actually just the default grey it started as(actually it started as purple, but it looked gay so I changed it) so later on I will skin it and give it some good bump maping.

    This is "project 1" for my class this month, next month I will animate it, THAT should be cool as hell if I can continue working on it and get some buildings and something for this bad boy to fight against ;) Today after lab we learned about Atmospheric effects and various other "cool ****". It'll be nice soon ohh yeah........

    EDIT Since I am home too now and have a few beers ready for the day and night, I thought I would share the frame mode look before continueing... :D
  • mondimondi Icrontian
    edited March 2004
    great stuff ... a couple of tips there though:

    looks as though youre building the whole thing as 1 main mesh .. with little bits added on... this can work but in the long run texturing is going to be a pain in the butt. especially on the front face where you have the boolean sections for the missile cylinders ... That front face in particular, i would recommend rebuilding with 'precut' holes:

    holes.jpg

    then insert the cylinder and fill the gaps with your oct. sections:

    roughly

    fill.jpg

    those arent terribly close to what you want but with a little tweaking youll get them there, this way youll dramatically reduce your poly count and have a model eventually thats WAAAAY easier to texture and light ...
  • Straight_ManStraight_Man Geeky, in my own way Naples, FL Icrontian
    edited March 2004
    mondi wrote:
    great stuff ... a couple of tips there though:

    looks as though youre building the whole thing as 1 main mesh .. with little bits added on... this can work but in the long run texturing is going to be a pain in the butt. especially on the front face where you have the boolean sections for the missile cylinders ... That front face in particular, i would recommend rebuilding with 'precut' holes:

    holes.jpg

    then insert the cylinder and fill the gaps with your oct. sections:

    roughly

    fill.jpg

    those arent terribly close to what you want but with a little tweaking youll get them there, this way youll dramatically reduce your poly count and have a model eventually thats WAAAAY easier to texture and light ...

    Mondi, you are drawing reality. Metal would be layered this way for the kind of thing you are showing. Needs to be thick and dense to stand up to rocket blasts.... Good "rough".... :D

    John D.
  • RWBRWB Icrontian
    edited March 2004
    Remodel and throw away this work? Perhaps I will try, I ain't got too much done yet. Plus I always like more effecient routes, seeing that your model seems to have MUCH less when it comes to vertices and faces and yet look very similar.

    Sir, I thank you!(does the booze show yet? I hope it does... ;) lol!)
  • RWBRWB Icrontian
    edited March 2004
    I am redoing it right now, just to check itout.

    I am curous though, is there a way I can line up my cylynders together with the holes? or do I need to do it by eye alone?
  • RWBRWB Icrontian
    edited March 2004
    Bump..

    Sorry, but I am curious if anyone knows about what I had said in my last post here. Is there some kind of method to line up objects to bemore perfect? I know of the snap feature, but can anyone give me some technque tips or anything?
  • csimoncsimon Acadiana Icrontian
    edited March 2004
    sorry I don't use the max editor ...I import everything from AutoCAD.
  • RWBRWB Icrontian
    edited March 2004
    The new version I am doing seems to have MUCH MUCH MUCH more polygons than ever before, I am only on the Face plate of the missile rack as seen in the pic below, and it is well over 7000 faces already.

    Is there a way to get rid of some slack polygons that doesn't need to be there?
  • Nolf-JobNolf-Job Inside each and every one of you!
    edited March 2004
    You can optimize the object that you're working with in max. I can't remember the exact command, so just type optimize or polygon reduction in the software help. I'm pretty sure that it's just a modifier and it will take your face count down. I highly recommend doing what Mondi posted, because the faces from your boolean operations are going to kill you during rendering if you build a full mech and try to animate it. It'll also be a huge pain when texturing if you really need to control your textures.

    Where are you going to school and what program are you in?
  • RWBRWB Icrontian
    edited March 2004
    The school is called FullSail, the degree program is called Digital Media. Check out fullsail.com for more information. Nice school, very modern.

    I am working on a newer version, learned some extra stuff today I want to test out on this model, but I have another model I must finish before Friday I gotta do first.
  • RWBRWB Icrontian
    edited March 2004
    OK here is a newer version, though it is not as detailed. I want know what you all think, comments and suggestions?

    Oddly it seems to be on par with faces and such as the one I originally made, but that one had more detail.

    With 3831 Vertices and 3690 Faces:
  • RWBRWB Icrontian
    edited March 2004
    A toe and Missile has been added tonight(yeah I didn't get much done, another party at my place, all are welcome :P lol)

    I am curious what you think I should add to the missile. I was thinking of the callapsing wing type, that when it ejects from the pod the blades that guide the missile swing out ;) Or what do ya'll think? I am not too sure hwo they have it in BattleTech.
  • NiGHTSNiGHTS San Diego Icrontian
    edited March 2004
    What about having the walls of the rocket come off and give it a spatter type effect with schrapnel-esque shards flying out before contact? Almost like a shotgun shell. (Usually associated with Anti-tank weaponry) But I like your idea of the wings swinging out, and if they do, you could have them close slightly the closer they get to their target...
  • drasnordrasnor Starship Operator Hawthorne, CA Icrontian
    edited March 2004
    Actually, that looks a lot more like a Timber Wolf Mk 1 pack than a Mk II. The Mk II is 15 tons heavier and has the 45 degree canted squat packs (LRM10 if I'm not mistaken). Mk 1 sports dual LRM-15's, so one of those missile tubes should be filled in in the final drawing.

    For future reference, I'm pretty sure that the launch tubes in BattleTech are covered by burst discs that burst outward when the missile is fired. Check out some movies of Patriot missiles being fired to get an idea of what I mean. The only exceptions are the mechs that have armored missile packs where the armor doors swing open when firing (eg Archer).

    Looks great so far though!

    -drasnor :fold:
  • RWBRWB Icrontian
    edited March 2004
    drasnor wrote:
    Actually, that looks a lot more like a Timber Wolf Mk 1 pack than a Mk II. The Mk II is 15 tons heavier and has the 45 degree canted squat packs (LRM10 if I'm not mistaken). Mk 1 sports dual LRM-15's, so one of those missile tubes should be filled in in the final drawing.

    For future reference, I'm pretty sure that the launch tubes in BattleTech are covered by burst discs that burst outward when the missile is fired. Check out some movies of Patriot missiles being fired to get an idea of what I mean. The only exceptions are the mechs that have armored missile packs where the armor doors swing open when firing (eg Archer).

    Looks great so far though!

    -drasnor :fold:

    I know what your talking about, but I have a large model I bought a while back. The missile heads jet out of the Missile rack a bit, and the missile rack is straight. This is a different variant for sure, I guess I forgot about the version used in MW4. However, this Mech is a Dark Age mech which is based in the 32nd Century and not the 31st. Looks like research is to be made ;)
  • RWBRWB Icrontian
    edited March 2004
    UPDATE!

    Here is an update, I am still working on all the parts shown, but mostly for detail purposes. You can see the HIP part in the back, the tan colored peice that looks like a building from Arabia or some crap like that. The foot is in there somewhere too ;) I don't think I have even reached 10,000 faces just yet either, but it should be close.
  • RWBRWB Icrontian
    edited March 2004
    Yup, a couple hours later here is my newest update :D
    12K Vertices, 18.3K Faces... not optimized like the missile rack is, but I just can't spend that kind of time on this anymore :P Besides I don't know with those rounded parts of the leg if I can really get the poly count down too much.

    I did find the optimize function, but it was pretty useless for anything you want to have keeping it's shape intact with no artifacting. But I figure if you don't mind fixing those things it could be useful, but at that it still wouldn't be too useful. :(
  • Straight_ManStraight_Man Geeky, in my own way Naples, FL Icrontian
    edited March 2004
    Um, for Optimizing, read AVERAGING. It is an edge smoothing and shape smoother.... That is all it can be. So, yes, non-conical or non-cubical or non-pyramidal or non-ball shapes will get AVERAGED out toward those forms. The vertices that get AVERAGED OUT fine-define the shape, but if you manage to get an obloid and want a ball, you can optimize it and morph it more into that, then add surface vertice shapings and do NOT optimize those. Try beziers for surface edge defs if you can, they are easy to edit.

    John D.
  • RWBRWB Icrontian
    edited March 2004
    Thanks Ageek, I'll do my best to comprehend what you said ;) j\k lol

    But I past out last night, I guess staying up all night after I had just stayed up all night the night before last was too much :P

    But here is what I got, just gotta morph the cockpit area and then add arms and then onto the details and then the textures :D should be done in a few hours :bigggrin:

    But it appears like I'll be breaking 50K faces when all is done... after this project I want to look up some specifications on mechs and try to model according to specs for more reality.
  • RWBRWB Icrontian
    edited March 2004
    My eyes are actually getting all teary right now, I am nearing the end... may be done modeling by Noon(for me) and I can't believe how well it is coming out and I haven't even begun working on the finer details of this mech's model work!

    Finer Details, then I get to give it texture and BUMP MAPPING for even more detail. I will refuse nothing but realistic from this job.

    Plus I am listening to a GREAT song I haven't heard in a long while called "Orbital Halcyon & On & On and have the PERFECT animation sequence in mind. But you will have to wait a month to know anything about it when you watch it!
  • RWBRWB Icrontian
    edited March 2004
    This will be my last update until I finish the whole damned thing sometime today. I gotta say it has been a fun ride and my eyes even got teary at times becuase what I have been able to accomplish with such little time.

    Now go away and let me finish! :rockon:
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