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A blimp

Discussion in 'Works In Progress - Archive' started by TylerPerry, Jan 6, 2012.

  1. TylerPerry

    TylerPerry

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    this is a blimp im working on :D

    $Blimp780pg.png

    EDIT: dam i wanted first post but charlie got it :(
     
    Last edited: Jan 6, 2012
  2. pixellegolas

    pixellegolas

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  3. rik338

    rik338

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    For your new avatar?
     
  4. marcos

    marcos

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    Really great proportions, keep going!
     
  5. TylerPerry

    TylerPerry

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    It will be used in my new avatar but is going to be in a stockpile of models that could be used in a RTS

    Thanks everyone for your kind words :D any sugestions? or shall i start texturing :D
     
    Last edited: Jan 7, 2012
  6. Jibidiah

    Jibidiah

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    You really don't need anymore detail if it's only going to be for a RTS. You could make more guns, some interior but really, it's not needed.

    Go team texture!
     
  7. Micah_Rogers

    Micah_Rogers

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    You might kill me ( and im all ok with that ) but don't start texturing. I say this because you model is not complete! I can see soooo much poly wastage ( im a lowpoly hore :p ) I will do a little paint over in a sec but first I want to talk abit about your inserts... why? Why have such small intruded inserts that really won't be that noticable and can be achieved through the texture.

    secondly the bit that sticks out the front... detach it and clean up.



    Picture says everything... on the deck of the ship it will only save you 1-2 tris but thats not the main reason for doing it that way, its so that you dont get errors if you decide to have shading .etc. I dought it would give errors with the amount of polys but better safe than sorry.

    The main issue at the moment (polycount wise) is the intruded ngon inserts.

    And thirdly... it looks cool!
     
    Last edited: Jan 7, 2012
  8. TylerPerry

    TylerPerry

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    Ok i havent started texturing yet so its ok, ill try removing the insets and quckly texture one to see if it still looks good, but i dont know i think it will loose alot of detail :) thanks for the advice :D
     
  9. Micah_Rogers

    Micah_Rogers

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    Might loose some detail from a very tight angle but with your model you don't really have any.

    I guess its your preffrence on what looks better in the end, but abit of experimentation getting their dosent hert :p

    just a quick test myself.

     
  10. EnigmaFactory

    EnigmaFactory

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    Hey titanty, looking really good. There is a lot of extra faces on the front on the blimp part though. Using edge caps it a bed idea. Leads to tons of triangles. I would delete that whole end cap then connect the vertices. That way you can do it with Quads instead of Tris and it'll drop down the count quite a bit.
     
  11. rik338

    rik338

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    I feel a great styled RTS coming up then :p
     
  12. jtadeo1

    jtadeo1

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    cool blimp, i like it.
     
  13. TylerPerry

    TylerPerry

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    Im not sure what you meen? unity converts it to tiangles anyway so its not realy a problem?

    Onless you meen what Micah said?
     
  14. Austin_S

    Austin_S

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    It seems like you have triangles, where you should only have quads. Micahs' post highlighting these areas should be an effective enough means to isolate, and change these areas before texturing. Check your model uniformly to make sure there are no three pointed faces, faces that have only three vertices. Before texturing, or animating a model you should have models based entirely on quads.
     
    Last edited: Jan 8, 2012
  15. TylerPerry

    TylerPerry

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    I updated it :D i did everything Micah said :) i left the big fin at the back still inset, and the balloon still inset.

    $blimp696pg.png
     
  16. TylerPerry

    TylerPerry

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    May i just ask why its important to have quads and not triangles?
     
  17. EnigmaFactory

    EnigmaFactory

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    Mmostly how lighting plays off it. It also cuts down on total draw count. Go to the front of the balloon with all the tris, delete them all and connect.

     
  18. Austin_S

    Austin_S

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    Habit for me.

    As I've known it: Unless it makes sense to use triangles, and unless the game engine doesn't convert triangles into more triangles then tri's can be used where they apply for shapes. Quads will likely be converted into triangles by the game engine. Converting a mesh to triangles, when it has quads, and triangles, can produce triangulated faces, off of triangulated face... Adding more polygons than is necessary.

    For a low poly non-organic model it's fine. It's just habit. Triangles don't act the same way quads do when sub-dividing a mesh to provide normal, displacement, or bump maps. I know displacement isn't applicable for real-time, but normal maps are, which are often generated from programs like Z Brush. Dividing triangles 2 to even 9 times for an organic, and non-organic meshes to sculpt organic, or hard-surface details can cause sculpting issues, and thus, painting, or texturing issues.

    I see 7 triangulated faces that could potentially be replicated two times more producing 7 more triangles than is needed, when you could have four quads that would only produce 7 triangles.

    That's how I've grown to understand tris, and quads.
     
  19. hippocoder

    hippocoder

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    Unity uses triangles. However, quads plain and simple, light better, due to the shape and more uniform vertex distribution. Quads also in general, animate better. Quadified geometry may or may not be required for tessellation the future. But for now, everything uses triangles.

    That's right.

    I have taken a close look at your model: it is fine, they are mostly actually quads. You're just seeing more triangles due to the modelling package. Ignore the cries of panic, all "quad" meshes look much worse when you tell the 3D package to show all edges. There's a couple of triangles which could easily be merged into a cleaner mesh but why are you wasting time, it won't change performance or look better.

    What's important on the geometry that I can see on your blimp is that verts are evenly distributed in a sane manner, and that the normals look correct.

    I'd love to see you progress a bit more now, maybe texturing and moving onto other models. If you obsess over the one model forever, I don't think that game is going to progress and nor will your skillset :)
     
  20. TylerPerry

    TylerPerry

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    Oh ok :D

    @EnigmaFactory, i dont think that is feesable as once unity converts to tris it will have 92 triangles whereas the current way only has 32 triangles(for the tip of the balloon).

    @hippocoder, thanks thats the first time ive been called sane in my life :D im just taking a break from my game(in my signiture) for a week or so. then ill kick back into gear and churne out the assets(all quality of course) :D
     
    Last edited: Jan 8, 2012
  21. Austin_S

    Austin_S

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    By the way Titanny. I do like your model, very much. :)
     
  22. TylerPerry

    TylerPerry

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    Thanks :D, i realy apreciate it. Thanks for the advice aswell :D
     
  23. TylerPerry

    TylerPerry

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    Hmmm polygons or texture detail? i was just about to texture it when i could cut the middle in half so then it can be mirrored(overlaped on uv) or save polygons and sacrifice detail?
     
  24. Austin_S

    Austin_S

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    You said your ship only has 92 triangles? I want to say that with a UV space of 1,024, by 1,024 you can add detail with textures. 512 by 512 might be hard to draw more complex designs, but you can compress a 1,024 by 1,024 image to 512 for a sharper image. I don't know the size of your UV map though. If it's hand drawn you'll need to draw more detail in the texture map to simulate the level of detail you desire.

    I think such would require a knowledge of depth or three-dimensional space. If you're using solid colors then I would say that adding detail to the model is feasible.
     
    Last edited: Jan 8, 2012
  25. TylerPerry

    TylerPerry

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    Haha i wish, that is just the points on the balloon, im going for a 256 by 256 uv map :D all hand drawn it will be hard but i think i can do it. I had to add 1 trillion polygons to make a good texture :D actualy 20, but i think the extra detail in the texture will be worth it :D here is the latest one:

    $Blimp716.png
     
  26. rik338

    rik338

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    Nice, make something cool out of it :D