Viper body
-
- Greenhorn
- Posts: 15
- Joined: 04 Dec 2014, 07:39
Viper body
Well,I did say i'll be contributing to the game . Here's my version of a Viper body.
Red is the glass.
Dark shades are Main Armor.
There's a mount for a Turret.
Red is the glass.
Dark shades are Main Armor.
There's a mount for a Turret.
-
- Greenhorn
- Posts: 15
- Joined: 04 Dec 2014, 07:39
Re: Viper body
Spent on learning 3d modelling more than 1 day. It's not that easy as you think. WZ needs a completed complex 3d stuff, not a couple of polygons you just learned how to move in 3d software. I suggest you to study some tutorials about low poly modelling, creating textures etc.
Re: Viper body
You Only fail if you stop trying...
Keep up the work and learning all input is good...
Keep up the work and learning all input is good...
-
- Greenhorn
- Posts: 15
- Joined: 04 Dec 2014, 07:39
Re: Viper body
Mangust,Yeah it's just a basic Version,once you guys like a design and approve it for the game,then i'll make it into a completed thing!.
Re: Viper body
You are going about this the wrong way.Karthik_Prakash_Iyer wrote:Mangust,Yeah it's just a basic Version,once you guys like a design and approve it for the game,then i'll make it into a completed thing!.
You need to complete the model, get it in the game, show pictures, and THEN people can tell you if it should be in the game or not.
As Berg said, keep on practicing, and when your final model is done, post pics.
If you want to post rough drafts, that is fine as well, people can offer you advice.
/facepalm ...Grinch stole Warzone contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
Super busy, don't expect a timely reply back.
-
- Greenhorn
- Posts: 15
- Joined: 04 Dec 2014, 07:39
Re: Viper body
Oh ok... Brother... will do it then... But yeah,advices and opinions,suggestions are most welcome....
Re: Viper body
Nice work
Although as MaNGusT said, the real challenge lies in making a complete model, with UV maps, textures, optimised use of geometry and, once we get more advanced, normal and specular mapping.
As for accepting it into the game, you must understand one thing:
The original game will be preserved as it is. Anything new will be implemented as mods.
Art revolution mod has the specific objective of recreating the original graphics in higher definition, with some artistical freedoms taken to fill in the gaps.
So rather than trying to get accepted into someone else's project, you can easily make your own mod.
Making your own mod will never mean that you will be isolated from other people.
Since we are using open source licenses, everyone's mods can be picked apart and remixed. People are making new campaigns, new weapon balancing, new units etc. You can make you own mod with all your favourite units and if you make nice art, other people might be interested in using your stuff in their mods.
Although as MaNGusT said, the real challenge lies in making a complete model, with UV maps, textures, optimised use of geometry and, once we get more advanced, normal and specular mapping.
As for accepting it into the game, you must understand one thing:
The original game will be preserved as it is. Anything new will be implemented as mods.
Art revolution mod has the specific objective of recreating the original graphics in higher definition, with some artistical freedoms taken to fill in the gaps.
So rather than trying to get accepted into someone else's project, you can easily make your own mod.
Making your own mod will never mean that you will be isolated from other people.
Since we are using open source licenses, everyone's mods can be picked apart and remixed. People are making new campaigns, new weapon balancing, new units etc. You can make you own mod with all your favourite units and if you make nice art, other people might be interested in using your stuff in their mods.
-insert deep philosophical statement here-