Model Ge u25b

Sel

Banned
Feb 18, 2009
1,239
2,570
It's called a budget. The payload cart is a high focus, gameplay oriented object. And it's not 14k triangles, it's closer to 11.5k, which let me tell you, is a big difference. The problem with your theory on "This is 2010", is that not every object is gameplay oriented. What you're missing is that you've created a detail object with the focus of a gameplay object. If you make all your models like this (and so far, that's exactly the kind of work you do), then you easily go over budget without even trying.

Oh, perhaps if you were making this for a game in another engine, something that wasn't multiplayer, and if I were your art director, I would let it slide...then again we'd be using normal maps for objects in the game and this wouldn't even be an issue in the first place. But you're not, you're working with the Source engine, so don't even give me that bullshit.

Every time I see your work it's painful to look at because you don't comprehend the idea of a budget. And you also don't pay any attention to the stylistic aspect of tf2, or the time period of the game, and you walk around talking about stuff with this high and mighty know it all attitude that you and a few members of this community could do without.

If you were my art director you would be defining some budgets, but you're not my art director, and I define my own budgets, and if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.

Now, when you talk about the time period of the game, I can't tell if you're telling me to model like it's 2006 and not to bother going above and beyond the typical tf2 game art , or whether you're actually telling me I don't pay attention to what objects fit in the tf2 timeline. In either case I shouldn't have to tell you that that is absolutely fucking ludicrous.

As for the payload cart, you're right, it is 11.5K.

also as for the optimization issue i think that most (if not all) of the little ridges on the sides and on the stairs can be done just as nicely with textures. its a beautiful model but they have a point. its a little too good looking. and all those little ridges wont be missed when the train runs you down or you're defending a point from an incoming uber in the heat of battle.

They will be, all of the pictures I've posted are of the high poly, those ridges are not geometry in the low poly.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
If you were my art director you would be defining some budgets, but you're not my art director, and I define my own budgets, and if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.

Now, when you talk about the time period of the game, I can't tell if you're telling me to model like it's 2006 and not to bother going above and beyond the typical tf2 game art , or whether you're actually telling me I don't pay attention to what objects fit in the tf2 timeline. In either case I shouldn't have to tell you that that is absolutely fucking ludicrous.

As for the payload cart, you're right, it is 11.5K.

Selentic's right. It's his standards. If your processor can't handle his incredible background art then you don't have to use it in your map.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.

Your standards are clearly too high for TF2. Perhaps this is a sign you should be pursuing your art in an engine that is better optimized for meshes, like UT3.

I'm sure this will be a great portfolio piece, but as I told you in chat, nobody who knows what they're doing is actually going to put it in their map.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Your standards are clearly too high for TF2.

I seriously doubt that, higher than the standard perhaps, but definitely not unreasonable for tf2.

As for using another engine, If ut3 was remotely good, I would be there in an instant. Fact is, tf2 is a game I enjoy playing and until I'm ready to pursue making a full out udk mod, this is where I'd prefer to practice modeling. If you don't agree with my standards, that's fine, no one is forcing you to use my work.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
As for using another engine, If ut3 was remotely good, I would be there in an instant. Fact is, tf2 is a game I enjoy playing and until I'm ready to pursue making a full out udk mod, this is where I'd prefer to practice modeling. If you don't agree with my standards, that's fine, no one is forcing you to use my work.

Have you ever used the Unreal engine before? That shit is crazy. As of yet, it's probably the best engine on the market. That being said, if you'd like to model for TF2 you have to understand that if you want your model in a map you have to stick to a budget for background models.
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
Considering this is a model that will most likely be passing through the map at high speeds I don't think anyone will notice a little less detail. As for when it is not, no one says you can't release 2 versions.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
Alright, I seem to be the minority here.

gonna go for 12k~
 

Trotim

aa
Jul 14, 2009
1,195
1,045
And you also don't pay any attention to... the time period of the game
Let's click on the link he provided in the opening post shall we:
Introduced in 1960, the GE U25B was General Electric's first independent entry into the United States domestic diesel-electric railroad locomotive market for heavy production road locomotives since 1936.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
happynow.jpg


There you lot happy now?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I'm not sure what the big deal was in keeping as high a poly count as possible... you can achieve strikingly similar levels of quality with significantly less tri's when you factor in texture details and normal maps.

If you can exploit that fact to make your model open to a wider user base then why wouldn't you?
 
Apr 19, 2009
4,460
1,722
I'm not sure what the big deal was in keeping as high a poly count as possible... you can achieve strikingly similar levels of quality with significantly less tri's when you factor in texture details and normal maps.

If you can exploit that fact to make your model open to a wider user base then why wouldn't you?
protip: Selentic can't texture for shit.
 

electroflame

L1: Registered
May 9, 2010
28
0
Yeah, I'd have to agree with the majority here.

There's a difference between your "standards" and the game's "standards".

What I mean is, if someone put that into their map, it would reach the point to where it wouldn't compile well extremely fast.

I can understand wanting to make something the best it can be, but there is a line that you have to draw.
 

Sel

Banned
Feb 18, 2009
1,239
2,570
12,238 Tris.

Finished UVing

geu25bchecker.jpg


geuv.jpg


I'd appreciate crit on the Unwrap, and I'm going to bake the high res tommorow. (don't texture this, it may be changed, and it's not baked or anything)
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
I noticed that the existing train in TF2 (the one with northen on it) has fade properties set to it. By this I mean, as you move away, parts of it disappear (railings, things an top, etc). If your model did this that'd be around 500-750 polys...(est). Don't be afraid to tell me this is wrong.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
That's called LOD (Level of Detail). Each model (or at least, high poly models or models that will be seen at varying distances) have several versions of themselves with lower and lower poly counts, for in game performance reasons.

I believe Selentic has already said he intends to make 2 or 3 of these?

edit: texturing one of these would probably be pretty fun, but i'm not used to creating normal maps :/
 
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Exist

L6: Sharp Member
Oct 31, 2009
306
136
That's called LOD (Level of Detail). Each model (or at least, high poly models or models that will be seen at varying distances) have several versions of themselves with lower and lower poly counts, for in game performance reasons.

I believe Selentic has already said he intends to make 2 or 3 of these?

Oh, that's what that was. I always thought the LOD was checked before game (based on hardware info), but it seems to real time. Thanks for the clarification.