WIP: Death Star (discontinued)

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WIP: Death Star (discontinued)

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Vince T
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Post by Vince T » Sun Feb 09, 2003 8:58 pm

OK, I was just bored and playing around with Rhino - this is not meant to be OPTed ..., yet :D

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Post by Wedge327 » Sun Feb 09, 2003 11:06 pm

Look at the size of that thing...<P>WOW, awesome job dude!
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Post by graphicx3000 » Mon Feb 10, 2003 12:58 am

lol, can't wait for it to be OPTed!

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Post by Defiant » Mon Feb 10, 2003 2:22 am

*squints*<P>Can't tell for sure... but a geodesic sphere will give you a lower poly count without a big reduction in quality.

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Post by Nightwolf » Mon Feb 10, 2003 4:47 am

Oh my! That rules! Already I want to see it blow up. Heh-HEH! :D
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Vince T
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Post by Vince T » Mon Feb 10, 2003 4:47 am

The polycount is not that high ... 795 faces. ;)
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Post by VeritechCEO » Mon Feb 10, 2003 5:50 am

Now the question becomes, how ibg is this model? 15 KM in radius, larger, smaller, or actual size?!?!
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Post by TK-204 » Mon Feb 10, 2003 8:33 am

Kewl! :) But I think you can use much more polygons, as the bigger XWAUP ships have also way more than that. I'd go for about 2000-3000 faces.
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Post by Vince T » Mon Feb 10, 2003 10:58 am

I know. Just lemme do - this is my first death star ever! I'm still trying around with it.<P>My actual goal is a Death Star 2 :D<P>However - about the size - I'll make it the max size - 40 km.
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Post by ACE » Mon Feb 10, 2003 2:56 pm

It looks great.

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Post by Geekwithpower » Mon Feb 10, 2003 8:23 pm

I hope it works better than the original Death Star OPT. If you crashed into that one, you'd go through the surface.
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Post by Snake » Mon Feb 10, 2003 10:29 pm

This is awesome! I was sad when I found out the death star model wasn't in the game.
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Post by Gank » Mon Feb 10, 2003 11:08 pm

<BLOCKQUOTE><font size="1" face="Arial">quote:</font><HR>Originally posted by Defiant:<BR><STRONG>*squints*<P>Can't tell for sure... but a geodesic sphere will give you a lower poly count without a big reduction in quality.</STRONG><HR></BLOCKQUOTE><BR> <BR>Rhino doesnt support such advanced features. Plus the model would then be made of tris not quads.<p>[ 11 February 2003: Message edited by: Gank ]

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Post by Vince T » Mon Feb 10, 2003 11:32 pm

That wouldn't be a problem.
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Post by Defiant » Mon Feb 10, 2003 11:43 pm

<BLOCKQUOTE><font size="1" face="Arial">quote:</font><HR>Originally posted by Gank:<BR><STRONG>Rhino doesnt support such advanced features. Plus the model would then be made of tris not quads.</STRONG><HR></BLOCKQUOTE><P>Quads get turned into triangles anyway.

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Post by Vince T » Mon Feb 10, 2003 11:46 pm

Right again - but quads are easier to textures - as there are fewer of them :D
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Post by Gank » Tue Feb 11, 2003 12:56 am

I knew that Defiant I was being sarcastic. I uploaded some Geospheres if you want to give them a try General_T. Btw you should really try to get something other than rhino, your severly handicapping yourself.<P><A HREF="http://www.freewebs.com/meejahoor/geosphere1.3DS" TARGET=_blank>Geospheres</A>

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Post by Marcos_Edson » Tue Feb 11, 2003 1:44 am

Remmmbers the DS dxf I did a couple of years ago...<p>[ 11 February 2003: Message edited by: Marcos_Edson ]
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Post by Abolisher » Tue Feb 11, 2003 3:01 am

Wow, Vince. Could you make landscapes that smooth? :) I think landscapes are where we should max out the XWA face limit--whatever that is. The landscapes I've been using so far only have about 1500 faces. Going to 6000 would be a huge improvement.
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Post by dugg » Tue Feb 11, 2003 3:23 pm

Kewl. :)
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Post by Vince T » Tue Feb 11, 2003 9:25 pm

Oh, BTW, @Abolisher: Sorry, but It actually isn't that smooth. This is a render pic from Deep Exploration. And concerning landscapes, hmm, I'm not really good in that. What I've done so far looks very rough.
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Post by Defiant » Tue Feb 11, 2003 9:57 pm

Then you're not texturing right. Polycount matters not with texturing. +)

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