Extreme quality T-64 tank
8 posts • Page 1 of 1
Extreme quality T-64 tank
Still don't like textures? Think polygon tech is better? Check this out
700+ geoms, most with gradient textures.

700+ geoms, most with gradient textures.

Dream of Algodoo as game development engine...
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Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
Re: Extreme quality T-64 tank
That's insanely high quality without too much lag(~60% realtime on my PC). Great job combining the two techniques; the result is awesome! I can't wait to see the final product! Now just add some dynamic lighting....
But honestly, it's awesome enough without the dynamic lighting.
But honestly, it's awesome enough without the dynamic lighting.
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TC42 - Posts: 984
- Joined: Sun Jan 09, 2011 1:53 pm
- Location: $ sudo apt get-install sandwich_
Re: Extreme quality T-64 tank
Great job kilinich this will look amazing when it is completly done!! 
I won't be on the forums much for a while. But maybe once in a while.
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HavingPhun - Posts: 178
- Joined: Sun Feb 06, 2011 10:42 pm
Re: Extreme quality T-64 tank
I think, polygons or gradients results great effect in hands person like you Kilinich. Don't matter what style you use, polygons or gradients your scenes always looks so great.
I'm now trying to make all cars with gradient shading it's restore FPS, you know I have bad PC
I'm now trying to make all cars with gradient shading it's restore FPS, you know I have bad PC
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Roman - Posts: 43
- Joined: Sun Sep 06, 2009 9:32 pm
- Location: Tri-city, Poland
Re: Extreme quality T-64 tank
Creating process and disassembling vids:
Dream of Algodoo as game development engine...
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Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
Re: Extreme quality T-64 tank
Indeed this is the perfect example of how textures can be put together well and purposefully.
Especially in the case of a tank requiring treads a texture structure truly is the best way to go.
For this tank, or any tank i lack an argument as to how polygons could be better.
Another great example of a time when a quality texture setup would be ideal is with a VERY busy, colorful livery on a race car, being that they would require a wide wide variety.
And a final example would involve something with the inclusion of an incredibly large track with very many pieces to the scenery
Not to be negative, but i was, and am not a fan of overly regular lighting (light flows with a car for example, it is not uniform based on the hight of the car) as is found on many textured things. I know very well that you (killinich) are capable of doing much more advanced, but others don't always see how yours are better.
This said, i still uphold polygons when the main purpose is to make a likeness to something, more close to the side of moving art, but not necessarily.
For example, if i was to make a skid steer (i have a good one tucked away) i would want polygons because no large course or huge amount of particulates would be necessary.
Another example is that you can put lightweight polygons for the purposes of design, so changes are easy and fast. At that point you also have a great base to keep going.
The worst of anything would be texture cutouts, often done very poorly.
Despite also that i am 15 years old, i am a big fan of teaching people things. The concept of how light goes onto an object is a great thing to put out there. Again, an easily changed and adjusted shape can be helpful.
Personally i also work better with shapes that can be manipulated vs something more in the way of ms paint.
I have presented both sides here, i hope you understand my standpoint on polygons vs textures
i absolutely support polygons, but i also support anybody who can carry out a quality textured scene when it is appropriate.
PS: i havent got skype or anything, i only have here, facebook, and my email.
EDIT: i would love to seriously attempt a high quality texture car, but i dont have the time i used to.
Especially in the case of a tank requiring treads a texture structure truly is the best way to go.
For this tank, or any tank i lack an argument as to how polygons could be better.
Another great example of a time when a quality texture setup would be ideal is with a VERY busy, colorful livery on a race car, being that they would require a wide wide variety.
And a final example would involve something with the inclusion of an incredibly large track with very many pieces to the scenery
Not to be negative, but i was, and am not a fan of overly regular lighting (light flows with a car for example, it is not uniform based on the hight of the car) as is found on many textured things. I know very well that you (killinich) are capable of doing much more advanced, but others don't always see how yours are better.
This said, i still uphold polygons when the main purpose is to make a likeness to something, more close to the side of moving art, but not necessarily.
For example, if i was to make a skid steer (i have a good one tucked away) i would want polygons because no large course or huge amount of particulates would be necessary.
Another example is that you can put lightweight polygons for the purposes of design, so changes are easy and fast. At that point you also have a great base to keep going.
The worst of anything would be texture cutouts, often done very poorly.
Despite also that i am 15 years old, i am a big fan of teaching people things. The concept of how light goes onto an object is a great thing to put out there. Again, an easily changed and adjusted shape can be helpful.
Personally i also work better with shapes that can be manipulated vs something more in the way of ms paint.
I have presented both sides here, i hope you understand my standpoint on polygons vs textures
i absolutely support polygons, but i also support anybody who can carry out a quality textured scene when it is appropriate.
PS: i havent got skype or anything, i only have here, facebook, and my email.
EDIT: i would love to seriously attempt a high quality texture car, but i dont have the time i used to.
BTC: 12wcLxBejr6rhCk6WPyVSNmkjwwbxXEvBG
LTC: LQ17UdL71xzLCprSfkoWUQXDXWuHjx2nf9
FTC: 6nfbPuFbtk8uNokYSsVfbzc5393ggxNGDC
polygons > textures
STUFFES:
http://www.algodoo.com/algobox/profile.php?id=4540
LTC: LQ17UdL71xzLCprSfkoWUQXDXWuHjx2nf9
FTC: 6nfbPuFbtk8uNokYSsVfbzc5393ggxNGDC
polygons > textures
STUFFES:
http://www.algodoo.com/algobox/profile.php?id=4540
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sheepborg - Posts: 203
- Joined: Sat Dec 05, 2009 10:44 pm
- Location: North Carolina USA
Re: Extreme quality T-64 tank
Had to post my unfinished Fokker, as it uses near exactly the same shading technique. Still WIP. Near 100% texture use, I just love the effect it gives.
Still 700+? That kind of defeats the purpose of using textures. I still get good effect with less than 300.
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Dare - Posts: 833
- Joined: Sat Nov 21, 2009 4:27 pm
- Location: Sydney, Australia
Re: Extreme quality T-64 tank
Yea, it's great. I really want gradients to be build-in algodoo feature...
Dream of Algodoo as game development engine...
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Kilinich - [Best bug reporter 2010]
- Posts: 2098
- Joined: Mon Aug 31, 2009 8:27 pm
- Location: South Russia
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