Soyuz addon and model

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zhar2
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Soyuz addon and model

Post #1by zhar2 » 17.07.2008, 15:05

Well i noticed in celestiamotherlode a Soyuz addon is missing so yesterday night i decided to model one, this is what i have so far:

Its the older soyuz, untextured atm but id love some feed back on the models accuracy and any tips on improving it. :)

felipe.

ElChristou
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Re: Soyuz addon and model

Post #2by ElChristou » 17.07.2008, 15:29

During the modeling of my TMA model (see here) I went over some docs of the first soyuz model and so far your work seems to be cool. How many poly so far?
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Topic author
zhar2
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Re: Soyuz addon and model

Post #3by zhar2 » 17.07.2008, 15:36

Well currently it has: 338003 faces according to blender.

ElChristou
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Re: Soyuz addon and model

Post #4by ElChristou » 17.07.2008, 16:02

zhar2 wrote:Well currently it has: 338003 faces according to blender.
Yep, it's what I was thinking... (and still I suppose it is not triangulated, no? So if it's the case it's already a 600k+ model)
Do you realize that Celestia is a real time software?
Modeling for such soft is not the same as modeling to render a still. I don't recall well but despite having a quite nice rendering (no?) within Celestia, my model over (triangulated) was around 100/150k ...
Now, you must also think that not only the 3D part will be computed, but also the textures of the model and the ones of the planet down there. See what I mean? :wink:

Now of course you do what you want, but if you wish to model in the future for Celestia, you should perhaps think in how to optimize your model for real time 3D...
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Topic author
zhar2
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Re: Soyuz addon and model

Post #5by zhar2 » 17.07.2008, 16:46

oh i see, well i wasnt aware of that but id love if you could tell me how to drastically reduce that mumber without destroying the quality, or would i have to star over again?

i know i can reduce it by using normal maps on the model but im not sure if celestia supports normal maps on models.

well atleast i know now that ill have some trouble with the models im making for my andoria addon (some with are ove 1000k in faces).

ElChristou
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Re: Soyuz addon and model

Post #6by ElChristou » 17.07.2008, 16:58

Normal maps have not much to do with the geometry.
You could have a look at this tut that could give you some ideas.
Now in general think about how many poly will have each of your meshes during all the modeling process...
Last edited by ElChristou on 17.07.2008, 17:12, edited 1 time in total.
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Topic author
zhar2
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With us: 17 years

Re: Soyuz addon and model

Post #7by zhar2 » 17.07.2008, 17:08

right thanks, il be a while (and tedious) to sort and optimise the models. :)

ElChristou
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Re: Soyuz addon and model

Post #8by ElChristou » 17.07.2008, 17:14

Yep, it's why it's important to realize quickly the problems specific to real time rendering; then it become natural, you switch from real time modeling mode to still rendering mode depending on what you have to do...
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bh
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Re: Soyuz addon and model

Post #9by bh » 17.07.2008, 18:23

Looking great zhar2! keep going.
regards...bh.


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