Today, I took a look at the model that "Korolia" has made. I selected everything, welded the model, and the poly count went from 10k to 5k. then i removed 80% of your unnecessary and random edge loops, and that took the poly count down another 1-2k. I have tried to explain my opinions on what to fix, but since I cannot explain that good for people to understand, Korolia almost went like a volcanic eruption on me. So I leave him/her in peace.
here's an image. Not to say that the model you made is bad, you could have done way much better than this - in reducing polycount wise.
TO BETTER CLARIFY TO YOU: BEFORE (What you have sent me) [9.8k polycount]
AFTER playing around with it [5,021 polycount (what a reduction!!)]
Edit: See the differences, buddy? I am only trying to help, but then you come back with offensive at me.
This is not a flame, this is to show you how much more work you could have made out in it. And there's a lot of pirimitives that you used that was still un-neccessary.
You removed triangulation. There's no such thing as square polygons after you make the conversion to Freelancer... all polygons are counted in triangles.
' Wrote:You removed triangulation. There's no such thing as square polygons after you make the conversion to Freelancer... all polygons are counted in triangles.
When you send it over to me, it wasn't triangulated - as you say. It was in quads - which had 9.8k polies.
As far as I know - the Dev team has an enforce of quality control. Currently, the model it self is no where close to submission as far as it looks.
milkshape converts all QUADS INTO TRIANGLES. which means, your model with 9k quads will actually be at 18k triangles.
furthermore, he has removed a significant amount of unnecessary edges your model is sporting, as part of the optimizing of the mesh. sure, it wont cause a crash, but that doesnt mean you dont perform general cleanup and ensure your model isnt as optimized as it can possibly be. after what he's shown you, you're complaining he removed a sphere?
looking at the model, your center part is detailed well, yes. however, then when the eyes come to focus on the engines and front section, not only are those portions retardedly elongated, they suffer from the type of detailling work you've given the center section. if you're keen on doing detail work, you should make sure you dont miss out sections of the model. its like applying 20 different shades of blue to a wall you're painting then saying "kay im done, wheres my lunch?"
heres a suggestion, lower your ego. he, and the others are only trying to help you. the amount of "detailing" work you've done from what ive seen is basically slap multiple primitives onto the main mesh- the windows for one. you've got one big block, with 2 smaller boxes partially exposed, this could easily have been redone if you had used the inset, and extrude tool. you have a long way to go before the model is worthy of replacing the current one ingame.
EDIT: just to point out, the first screenshot luis has posted is the "fixed" version, not the untouched version you sent him. if you want to see what your model looks like when i open it in 3ds max, i will show you it, give me a few moments.
I think you should lower your tone. I have put immense effort into this, and it certainly isn't to listen some brat tell me it lacks detail when it is full of it. I have been calm so far, but now I am getting more and more fed up with this.
My model is 10k in triangle, I dont even know how he got his 9k in quad.
The entire thing is done with extrude at the exception of small details which were done by primitive copy and paste in order to not affect texture mapping.
Considering that Gurjiv is the lad you talk to about models for 4.86 and Discovery in general, maybe better not to call him a brat and reject his advice when it's his advice you have to follow.
The front of the ship lacks detail compared to the rest (which is important) and it looks stretched and a bit ugly.
The engines are lacking in detail and again, look a little ugly.
Improve those and optimise the model as both Luis and Gurjiv have said (Both being more than competent modellers) and it ought to be grand.
Negative criticism is often more important than positive criticism. Try understand what people are saying.
EDIT: Even I can see that both those pics are in quad form, so Luis' point is pretty clear. Even just look at the front of the ship, there's polys doing nothing and probably going to cause texture issues.