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Catapult

A Work In Progress for GameBanana

Progress Report

In Development - 0% finished
Started off as a school assignment - model a weapon. I created a catapult. I've now taken it into my own hands and am going to hopefully complete this model with textures. Polycount: 1119

Posts

  • 9y
    SGT_kick_ur_ass avatar
    SGT_kick_ur_ass Joined 13y ago
    Offline
    5,052 points Ranked 994th
    Posted by DILF The model is definably nice, but the mesh flow in the wireframes needs serious work. If this is for a class assignment, I would seriously recommend fixing these errors. First, you have numerous N-gons. Keep your polys 4 sided, and if you need to use floating geometry, do it. Not everything needs to be perfectly attached. You can get the same effect by just burying the mesh slightly, and deleting the hidden face. Next, delete those faces on the cylinders, and bridge the edges, this will probably save you 2 triangles per cylinder. If you even try to export this into any game, the triangulation will get very buggy, create many errors, and increase your polycount by a lot. I highlighted the areas I saw from the wireframe. Remember, no more than 4 edges per poly, and if you need to use tris, use them.
    Yea, I know all this. I'm currently workin on fixing all the ngons. The model was rushed for the class. The teacher wasn't caring about polycounts or ngons so I didn't put too much attention into it. I'm going to refine the model and include it in my portfolio once it's done. Thanks.
    Turbosmooth dat shit. avatar
    Mantra
    Turbosmooth dat shit.
  • 9y
    DILF avatar
    DILF Joined 10y ago
    Offline
    332 points Ranked 13211th
    The model is definably nice, but the mesh flow in the wireframes needs serious work. If this is for a class assignment, I would seriously recommend fixing these errors. First, you have numerous N-gons. Keep your polys 4 sided, and if you need to use floating geometry, do it. Not everything needs to be perfectly attached. You can get the same effect by just burying the mesh slightly, and deleting the hidden face. Next, delete those faces on the cylinders, and bridge the edges, this will probably save you 2 triangles per cylinder. If you even try to export this into any game, the triangulation will get very buggy, create many errors, and increase your polycount by a lot. I highlighted the areas I saw from the wireframe. Remember, no more than 4 edges per poly, and if you need to use tris, use them.
    Dad I'd Like to .... avatar
    Mantra
    Dad I'd Like to ....

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Submitter

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SGT_kick_ur_ass Joined 13y ago
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5,052 points Ranked 994th

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Category

Details

Development State
In Development
Completion
0%
Access
Public

Attributes

Genre
Modelling

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  • 3,139 Views
  • 2 Posts
  • 9y Submitted

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