NEW STRUCTURE MODELS

Improving the artwork in Warzone2100 - not for mod discussions

Re: NEW STRUCTURE MODELS

Postby Olrox » 10 Oct 2008, 22:20

Ok, here it is. How about it?
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factory1.3.3.jpg
New Factory Model version 1.3.3
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Re: NEW STRUCTURE MODELS

Postby MetalBeast » 10 Oct 2008, 23:07

This looks good, but I'm afraid, that the newbies do not notice the the difference between level 2 and 3.
Especially, if you are using far zoom and have many buildings already in the base.
I do not know, if you understand, what I mean, but see, there is a big difference between level 1 and 2, but rather small between 2 and 3.
You alwyas should try to see the things through a newbie eyes. ;)
The level-changes should have a kind of very easy logic :D
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Re: NEW STRUCTURE MODELS

Postby Olrox » 10 Oct 2008, 23:18

but... F3 is stripy (and have F3 wrote on it, also)...
And if I change it too much, it wil loose the "module" context
But will try to think on something
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Re: NEW STRUCTURE MODELS

Postby MetalBeast » 10 Oct 2008, 23:26

What I mean with "simple logic" is something like this:
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factory.jpg
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Re: NEW STRUCTURE MODELS

Postby Olrox » 10 Oct 2008, 23:38

there's different chimney counts also, apart from different stripes. If you'd like bigger chimneys, that's as simple as scaling the current ones, but they would be closer one to another.
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Re: NEW STRUCTURE MODELS

Postby MetalBeast » 10 Oct 2008, 23:46

Olrox wrote:there's different chimney counts also, apart from different stripes. If you'd like bigger chimneys, that's as simple as scaling the current ones, but they would be closer one to another.


Hehe, the size does not matter in this, case ;)
It was just quick and dirty, few minutes modelling :D

What I try to show is, the difference between the 3 levels,
it should be visible at "first look" and should follow a "simple logic"
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Re: NEW STRUCTURE MODELS

Postby Olrox » 11 Oct 2008, 00:15

This is the maximum level of detail I'll reach, not to raise the poly count too much. Could Re-scale things though.
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factory1.3.4.jpg
New Factory Model 1.3.4
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Re: NEW STRUCTURE MODELS

Postby MetalBeast » 11 Oct 2008, 00:20

Yes that's it!,
looks great!
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Re: NEW STRUCTURE MODELS

Postby Tiuz » 11 Oct 2008, 15:43

I like your cool, distinct style a lot. :D
It would be a great improvement of warzone to update all game elements with high polygoned models like this. Additional high definition textures for all this stuff are required. Unfortunatly i think this requires a lot of work.

I hope you will join the development team, so later versions of wz benefit by your designs.

Tiuz.
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Re: NEW STRUCTURE MODELS

Postby Olrox » 11 Oct 2008, 17:51

I'm delighted to see my work is appreciated, and that ensures it will continue. Or at least I hope :D
Ok, I'll make the textures later, on summer vacation, anyway, so I'll start a new model for the research facility. Gonna make it look more like a high-tec building full of offices, instead of the 1-floor bulding it looks right now. :rolleyes: .

What do you think?
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Re: NEW STRUCTURE MODELS

Postby MetalBeast » 11 Oct 2008, 18:09

Olrox wrote:I'm delighted to see my work is appreciated, and that ensures it will continue. Or at least I hope :D
Ok, I'll make the textures later, on summer vacation, anyway, so I'll start a new model for the research facility. Gonna make it look more like a high-tec building full of offices, instead of the 1-floor bulding it looks right now. :rolleyes: .

What do you think?


Yes, it the research facility should look something like this:
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P4130273.JPG
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Re: NEW STRUCTURE MODELS

Postby Deus Siddis » 11 Oct 2008, 18:52

Per wrote:because in the future we will tessellate the models and remove support for non-triangle polygons anyway.


What would be the advantage in taking a step backwards like that?
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Re: NEW STRUCTURE MODELS

Postby MetalBeast » 11 Oct 2008, 19:05

Deus Siddis wrote:
Per wrote:because in the future we will tessellate the models and remove support for non-triangle polygons anyway.


What would be the advantage in taking a step backwards like that?


Why step back?, using non triangle polygons is old technique. Actually ALL new Graphics cards need the meshes broken into triangles.
So using nontriangle polygons makes no sense, because in der graphic-driver they will be broken into triangles anyway.
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Re: NEW STRUCTURE MODELS

Postby Olrox » 11 Oct 2008, 19:09

Ok guys, don't off-topic too much please. I guess MetalBeast suggested the answer already, why not ask the dev-team? The answer would be more satisfying, I'm sure.
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Re: NEW STRUCTURE MODELS

Postby Olrox » 11 Oct 2008, 23:42

Well, finished version 1.1 for the new Research Facility, mantaining the style used before, so the base should look like it was designed according to one (current structure models don't make sense between themselves in style, and I think that's not desirable). The modules are very evident, I've made that seeing it's a common point of interest, and added team-colored stripes. The tower with the antenna, from the module, will have windows at every wall, just like the other parts with windows from the roof to the ground.
Anyone knows if it's possible to make a spawn point for flares, like the ones from the LZs from campaign, but in buildings? Because if there is, it will be added to the top of the mentioned antenna. If not, will make something like the current command relay post.
What does the community think?
:rolleyes:
Post your major wishes for this strucutre now, because the model develops into narrower objectives every version, and the final state would be modified only by textures.

P.S.: And... they... HAVE A TREE!!!! xD
Attachments
Research Facility 1.1.jpg
New Research Facility Model version 1.1
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