Catapult

A Work In Progress for GameBanana

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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

  • 8y
    SGT_kick_ur_ass avatar
    Member Joined 12y
    4,992 points Ranked 935th
    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.
  • 8y
    DILF avatar
    DILF Offline
    Member Joined 10y
    332 points Ranked 12246th
    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

SGT_kick_ur_ass avatar
Member Joined 12y
4,992 points Ranked 935th

SGT_kick_ur_ass
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Category

Details

Development State
In Development
Completion
0%
Access
Public

Attributes

Genre
Modelling

Stats

Posts
2
Views
2,790
Downloads
0
Date Added
8y

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