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Lighthouse

Posted: Sun Feb 19, 2006 6:47 pm
by Peper
U can downlaod the lighthouse i made here:
http://mitglied.lycos.de/azgavc/univers ... use6_5.jpg
http://mitglied.lycos.de/azgavc/univers ... sev6_5.atm

It comes with a rotating "lightbeam".....at least kind of...
Image

Re: Lighthouse

Posted: Sun Feb 19, 2006 7:01 pm
by djaj88
Peper wrote:U can downlaod the lighthouse i made here:
http://mitglied.lycos.de/azgavc/univers ... use6_5.jpg
http://mitglied.lycos.de/azgavc/univers ... use6_5.atm

It comes with a rotating "lightbeam".....at least kind of...
Image
ATM file has a dead link

Posted: Sun Feb 19, 2006 7:30 pm
by Peper
Its working now...........

Posted: Sun Feb 19, 2006 7:47 pm
by Kirby
Very nice work. :D
Keep it up.

*Messes with this*
(with credit to you if I actualy use it,which I bet I will. Eheh)

Posted: Sun Feb 19, 2006 8:09 pm
by theseer
One word, 'noice' ;)

Posted: Mon Feb 20, 2006 9:03 am
by Peper
One thing i still want to change is to make the "bulp" rotating aswell...is it possible to have another wheel on the same axis as the 1st one?

Posted: Mon Feb 20, 2006 9:15 am
by Fooli
Ermm... not quite sure which bit you also want rotating, but if it's that central cylinder inside the transparent bit at the top... you'd simply have to make that part of the lightbeam and attach the whole thing as a wheel. They'd both be transparent of course...

Overall that's a great first model. My only criticisms (constructive I hope) would be

a) the polycount, which is a bit high really (have to be very careful with cylinders, spheres and other round shapes). You could lose a few by deleting the circle on the underside. I suspect you have a few other hidden faces in there too, because the model doesn't look quite as detailed as the polycount suggests (if you see what I mean) - the base of the lamp, the base and top of the transparent glass bit - anything you can't see should be deleted. As you get more experienced at modelling, deleting hidden stuff is just something you learn to do as you go along.

and b) the texture mapping, which is probably because you followed my ancient tutorial :) There's quite a lot of wasted space on the texture. The biggest thing is that the main body of the model has a tiny percentage of the texture space.... and it just has a repeated pattern around the whole base, with one variation for the door/window bit.

If you want to keep that repeated effect I'd simply copy the texture coords for all of those sections, so they all use the same bit of texture (this could be done manually, or using face mapping). You could then use the same amount of space on the texture map for a much more detailed image, improving the detail level overall.

In general, try to copy bits of the texture wherever possible. For example, the underside of the roof, the top and underside of the perimeter/railing bit: they could all use the same bit of texture. So could the two supports.

That rotating lightbeam worked out a lot better than I thought it would though. So what ya gonna build next? :]
f

Posted: Mon Feb 20, 2006 10:33 am
by Peper
Thx for ur hints..alrdy noticed there too many polys....i havent considered that...(still so much to learn) and the mapping is bad lol but i was too lazy to start all over again...there even parts mapped that dont show up at all
I already attached the beam to the cylinder inside the glass but that didnt help since the beam is very transparent.....so u wont see the cylinder inside....I discared it and made it solid instead....So i thought I could use the 2nd wheel to make the cylinder rotate...

Posted: Mon Feb 20, 2006 10:39 am
by Fooli
Erm... not with wheels in helicopter mode, no. You ought to be able to but the helicopter modes are a bit broken at the moment. Ideally one of them would be like a normal heli (one prop rotating vertically, one horizontally) and the other would be like a chinook, with two horizontal props. At the moment that isn't the case.

That only leaves one other option, and quite a tricky one at that. You could manually animate the light so it rotates (in, say, 8 or 16 frames); then attach the lightbeam as a wheel to a vertex on the rotating bit...

f

Posted: Tue Feb 21, 2006 11:49 am
by Peper
Sounds a bit complicated so im gonna leave it with jsut the beam :-p
But im remapping the lighthouse which is alot more work then I though lol....
But im getting the grip...made some new mistakes though, like free scaling so doors etc are biased......
So i could basicly put all the faces in two piles (for the red white base) scale em arbitary much larger and i would get very detailed stone bricks ( no doors then of course)

Posted: Wed Feb 22, 2006 9:29 am
by Peper
I remapped the lighthouse....still havent managed to get the polys down....
here the new version:
Image

http://mitglied.lycos.de/azgavc/univers ... ousev7.atm
http://mitglied.lycos.de/azgavc/univers ... ousev7.jpg

Meh........

Posted: Wed Feb 22, 2006 10:04 am
by Fooli
Mapping looks loads better, aye.

I've just had a quick look at the model in Max... here's why you've got so many polys:

Image

All that vertical detail in the cone and the cylinders is unnecessary... you've about five times the polys you need. Look for the spinner called "height segments" when you're starting out with primitives... yes, sometimes you do need them (if you're face mapping, for example, you might want to add more detail that way) but for something like this... they're probably not necessary.

The other way to reduce polys is to use fewer sided primitives to start with. For the main base of the thing, and the cone and top bits... sure, you need the detail, so 18-sided cylinders (for example) are probably worthwhile. In the railing, though, you could get away with a 4-sided or even 3-sided torus. Same for the support posts. Again it's just one of those things you get used to as you get more experienced - working out what needs the detail and what doesn't.

This is an extremely quick mock-up of the same kind of shape without the extraneous detail. Polycount is something like 900 instead of 2000+ :

Image

Keep on extrudin' :)

f

f

Posted: Wed Feb 22, 2006 1:13 pm
by Peper

Posted: Wed Feb 22, 2006 7:53 pm
by djaj88
now...is it posible to edit that light house and make it a rocket light house...?
*Rocket Light house is launching in T mins 3...
*2...
*1...
*0 We have lift off...

Posted: Wed Feb 22, 2006 8:05 pm
by VDZ
Configure it as the house model in your world and use Launch Home and it's a rocket.

Posted: Wed Feb 22, 2006 8:46 pm
by djaj88
But Peper keeps on updating his model so I'll never know when he release the final one so I can edit it

Posted: Wed Feb 22, 2006 10:22 pm
by Peper
lol yeah im learning it that way.....
I actually thought v3 would be the final one......
Now i thought v8, but well i kinda dislike the mapping i did......so I might redo it but that doesnt mean u cant edit the ones i alrdy made.......

Posted: Thu Feb 23, 2006 4:39 pm
by Peper
I animated both now the bulb inside the glass and the beam.....
I think this is the final version of the lighthouse........even if i did some lil mistake with the mapping (the side of the plattform using to much space).......
Now im thinking about a new modell...Ive some ideas..
Its gonna be either a skull on a stick with a no enter or combat zone sign...
or a church...with some nice transparent windows....
or a coastal wind wheel.......
llol well I prolly do them all......one by one....
here the links to the new modell....
http://mitglied.lycos.de/azgavc/univers ... sev9_2.atm
http://mitglied.lycos.de/azgavc/univers ... sev9_1.jpg
edit: version 9_1 to 9_2 with a bit more visible beam