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 Post subject: Re: hppav's models
PostPosted: Wed Sep 26, 2012 8:14 pm 
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tatu wrote:


Aah, I see. Still never heard of it though. :P

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 Post subject: Re: hppav's models
PostPosted: Thu Sep 27, 2012 7:54 am 
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So I was going over my collection of reference photos of the Andrea Gail and noticed there were further modifications to the ship after the October 1990 inspection. The starboard bulwark was raised to the same height as the port bulwark from the back of the deck house to just aft of the whaleback deck. From there a removable section of bulwark continues back most of the way to the setting shack. No media that I know of indicates this change, not even the Coast Guard report into the sinking, which has an outline of modifications to the vessel...

Image
Image

Here's the photos showing the modified bulwark:

Photo 1 - The entire starboard modification viewed from on deck
Photo 2 - Looking aft on deck
Photo 3 - Looking down from the whaleback deck on the removable section
Photo 4 - The only shot from off the boat that shows the modification, which is in the lower left.

All of these photos were taken in early 1991, several months after the last Coast Guard inspection. None of these modifications were reported to the Coast Guard after that inspection or even after the loss of the vessel in October 1991...

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 Post subject: Re: hppav's models
PostPosted: Sat Sep 29, 2012 3:54 pm 
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Movie variants. The Andrea Gail in the movie is actually the sister ship Lady Grace and the Hannah Boden in the movie is actually the sister ship the Lindsay L. There is a real Hannah Boden but I believe it was unavailable and they had already booked the Lindsay L to play the Andrea Gail before finding the Lady Grace.

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 Post subject: Re: hppav's models
PostPosted: Sat Apr 20, 2013 4:12 am 
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Been a while since I did any major modeling, but I started working more on my hinted at rework of the Jurassic Park Jeeps we originally made for East Dock/JPO.

Original Jeep
Image

Current Jeep Revision:
Image
Image
Large Resolution Renders, Click for full size!

Primarily the textures were redone to eliminate the dirtying up Draco did for East Dock. I also made the gauges black instead of white, as the white ones were customized and not the same as those in the JP Jeeps. I also modified the wheel textures so the spare has only three bolts, while the other four have all five bolts.

I also modified the inside of the windshield and walls of the interior to be the tan color instead of the bluish green, which only applied to the inside of the doors and the carpet of the interior. I also went and sunk in the headlights to give the front end a bit more depth. (BTW, the tag on Jeep 12 says 10, but I made both and they are supposed to be separate materials. I'll have to fight with it a bit to make it work.

Things left to do: Create wiper blades, redo UVWs on wheels, redo the upper lights on the light bar to match current knowledge of the Jeeps (See http://www.jurassicjeep.com/ ), redo the soft top, set the texture palette, and make new physics models. It was the guys at Jurassic Jeep who had found out the kind of tool box used on Jeep 10, by the way.

I intend on making 14, 18, and 29 as well.

EDIT: Got all the reworking of the visible mesh done and made 14, 18, and 29 as well as the new, much better, soft top. All that's left is the physics.

Image
This first image shows the difference between the East Dock lamps and the new more accurate lamps. Once again, http://www.jurassicjeep.com/ are the ones who found out the type of lamp.

Image
Here's all 5 Jeeps.

Image
Jeep 10 is one of the more famous Jeeps. It's the one that Harding has in the Trike scene (though I can't tell if it has the number 10 on it at that point or not, it does have the tool boxes). Later in the movie, Muldoon and Ellie arrive at the T-Rex Paddock and save Malcolm with it. And it is used to escape the Visitor Center and catch the helicopter in the movie.

Image
Jeep 12 is the other more famous Jeep in the movie. This is the one that Nedry tried to use to escape the island until he was killed by the Dilophosaurus. It also plays a small role in an action sequence in Jurassic Park the Game (2011).

Image
Jeep 14 is Harding's Jeep throughout the 2011 Game canon. It is implied that it is the Jeep from the Trike scene despite the light bar, roll cage, and lack of tool boxes (the game is a tad screwy with movie canon like that). The main difference between Jeep 14 and 12 is that the light bar has 5 lights instead of just 4.

Image
Jeep 18 is the Jeep that transported Alan Grant, Ellie Sattler, and Ian Malcolm from the Helipad to the Visitor Center. It also makes an appearance in the 2011 Game outside the Triceratops Paddock in a rather canon breaking pre-tour tour.

Image
Jeep 29 is the Jeep that transported John Hammond and Donald Gennaro from the Helipad to the Visitor Center. It oddly isn't included in the 2011 Game during the pre-tour tour scene and is the least famous Jeep in the movie canon.

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 Post subject: Re: hppav's models
PostPosted: Sat Apr 20, 2013 11:36 am 
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I can see a lot of love went into these - they look truly incredible 8)


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 Post subject: Re: hppav's models
PostPosted: Sat Apr 20, 2013 8:24 pm 
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Wow... amazing.
But I fear to ask... how many triangles?

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 Post subject: Re: hppav's models
PostPosted: Mon Apr 22, 2013 4:07 am 
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Fantastic! Tho, I thought the lightbar,er,...lights were of a slightly different make; being more robust and without the red brushgaurd. It HAS been awhile and I may be incorrect.


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 Post subject: Re: hppav's models
PostPosted: Mon Apr 22, 2013 1:01 pm 
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You can really only see the lights on the light bar when Nedry is being attacked and he is accidentally turning them off an on.

Image

As for poly counts, I'll have to check later... I did a lot of optimization on that jeep and there's a few areas on it I could optimize more looking at it now, but it should be less than the Jeep in East Dock... hopefully. If not now then it will be when I'm through with it, that's for sure, as it's one of the main reasons for fixing the mesh to begin with.

EDIT: Here's the polygon counts for each piece of the original mesh from East Dock (Not the new one):

Body - 1630
Doors (each) - 124
Windsheild - 238
Soft Top - 116
Roll Cage - 560
Front Seats (each) - 188
Back Seat - 184
Steering Wheel - 138
Wheels (each) - 104
Whip Antenna - 130
Lamps (each) - 20

My goal is to reduce the counts for the body and the roll cage... Possibly even the whip antenna as it isn't that important of a part to warrant so many polygons... The goal I have for the body mesh is below 1300. If I can get it even lower without eliminating too much detail, then that would be better. JP1 jeeps are a little more iconic than most other vehicles in the franchise - except for maybe the Explorers and the TLW Trailers...

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 Post subject: Re: hppav's models
PostPosted: Mon Apr 22, 2013 5:00 pm 
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Ah,I see. Very good.

You know- I had never noticed the red gaurd being there- ever.:)

Keep all the cool stuff coming.


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 Post subject: Re: hppav's models
PostPosted: Tue Apr 23, 2013 5:00 pm 
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Well, I think I've optimized this mesh as much as I can. Here's the current polygon counts:

Body - 1461
Doors (each) - 128
Windsheild - 218
Soft Top - 260
Roll Cage - 468
Front Seats (each) - 188
Back Seat - 184
Steering Wheel - 138
Wheels (each) - 104
Whip Antenna - 106
Lamps (each) - 26

I didn't reach my goal of 1300 polys or less for the body mesh, but shaving almost 200 polygons off a mesh isn't anything to sneeze at. I did modify the front of the Jeep to be a tad bit more accurate - You probably can't tell unless you stare at this picture and the earlier one for a while.

As you can see in the above picture, I was able to shave a lot of polygons off of the old mesh without sacrificing the looks of the Jeep while adding in some more details. Most of this was because I made the mesh years ago and a lot of the extra polygons came from extruding parts of the mesh out to make flanges and bevels without eliminating unnecessary polygons. Then there's the fact that the number rectangles weren't separate faces floating slightly above the rest of the mesh, but were built into the mesh itself.

That should put you at least a little at ease machf :P

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 Post subject: Re: hppav's models
PostPosted: Tue Apr 23, 2013 5:35 pm 
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Nah, I would have turned that antenna into a flat two-sided square with opacity maps (4 triangles). Heck, given the shape of the antenna, I'd probably make it a flat two-sided triangle, even...
:wink:
What about the rollbars? How many sides do those cylindrical shapes have? I'd go with 6, maybe 8 at most, and just allow the normals to give the illusion of a more rounded shape...

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 Post subject: Re: hppav's models
PostPosted: Tue Apr 23, 2013 5:43 pm 
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Looking good as always 8)
Is there any maximum polys count for Trespasser, not polys count on the model itself, but how many polys a level can handle?

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 Post subject: Re: hppav's models
PostPosted: Tue Apr 23, 2013 7:13 pm 
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machf wrote:
Nah, I would have turned that antenna into a flat two-sided square with opacity maps (4 triangles). Heck, given the shape of the antenna, I'd probably make it a flat two-sided triangle, even...
:wink:

lol, that would probably look better and less polygonal :P


machf wrote:
What about the rollbars? How many sides do those cylindrical shapes have? I'd go with 6, maybe 8 at most, and just allow the normals to give the illusion of a more rounded shape...

The smaller cylinders have 6, the larger ones 8.

tatu wrote:
Looking good as always 8)
Is there any maximum polys count for Trespasser, not polys count on the model itself, but how many polys a level can handle?


I think it's more a maximum amount of polygons Trespasser can process in a single frame rather than by level, and it's rather fluid based on computer specs it seems. It also counts unseen faces such as those used for physics. When you get close to the polygon rendering limit, Tres tries desperately to cut down the amount of polygons rendered, even going so far as to cause some objects to not render at all just to avoid a crash. Occlusions, LOD Meshes, and Culling are the three big things that help when it comes to keeping the engine happy.

I have occlusions in every wall I can, I try to have LOD meshes for every major set piece, and I try to have culling values on all the small detail objects like debris, furniture, computers, etc.

Now there IS a limit on the amount of models you can have present in a scene, but I don't have the figure handy but I've seen it tossed around a few times.

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 Post subject: Re: hppav's models
PostPosted: Tue Apr 23, 2013 8:43 pm 
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Very interesting...so what is next?

More for the Visitor Center project? Back to the inGen Town set?


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 Post subject: Re: hppav's models
PostPosted: Wed Apr 24, 2013 2:23 am 
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Looking great Sam!

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