Models by MaNGusT (AR)
Re: Models by MaNGusT (AR)
Vincent has a patch to convert the textures to DDS format (https://github.com/Warzone2100/warzone2100/pull/99) - if this goes in, that would seem like a good time to upgrade the quality as well.
Re: Models by MaNGusT (AR)
Since I can't get to work event-driven animation, decided to finish some models.
Re: Models by MaNGusT (AR)
Very nice interpretation of the pixel art
Also, good to see you back in action, makes me want to do some stuff too, if only my timetable allows...
Also, good to see you back in action, makes me want to do some stuff too, if only my timetable allows...
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
Glad to see u too.Jorzi wrote:Very nice interpretation of the pixel art
These attempts to imagine what each pixel means take about half of modelling time
I'll post more pics later to let forum members say some critics about this model, while this time I will do another stuff, the scorpion body, I guess.
Update:
Re: Models by MaNGusT (AR)
just curious, is it a good time to refactor pie format? and will a new model format be based on "alpha" wzm format?
Also, should I post here my little wishes and have a chance that they will be committed to master?
Also, should I post here my little wishes and have a chance that they will be committed to master?
Re: Models by MaNGusT (AR)
looks nice. Dragon bodies I request to see...
Re: Models by MaNGusT (AR)
Scorpion body is done. Any crits are welcome.
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Re: Models by MaNGusT (AR)
To me the yellowish on the old model looks like it was supposed to be discoloration due to use/age, not intentional color accents (would be weird for something fresh out of a factory though). The whole old model looks weird to me though, also the darkened right side, is that supposed to be the same as the left side but shadowed?
We want information... information... information.
Re: Models by MaNGusT (AR)
It's the high poly model that we use to bake the small details into the normal map to save polygons budget. Here I show that I've completed the detailed model and ready to bake it into texture. But waiting for some crits to do changes to model before the baking process. Scratches and other stuff I will add later to diffuse texture of low-poly model that will be used in game.cybersphinx wrote:To me the yellowish on the old model looks like it was supposed to be discoloration due to use/age, not intentional color accents (would be weird for something fresh out of a factory though)
The all models of wz are weird, spent a lot of time to look at these "pixels" and imagine what devs were think about in process of creating such content. That was hard to repeat all of these crazy colored details.The whole old model looks weird to me though
it's just a bug of viewport's real-time lighting.also the darkened right side, is that supposed to be the same as the left side but shadowed?
Re: Models by MaNGusT (AR)
Looks cool.
The "pipes on top of the hull" interpretation is visually quite nice, although one might of course ask what they are supposed to be.
Anyway, I think the rule of cool applies here
One suggestion from me would be to try and integrate some similar parts and the same colour scheme for both bodies, just to give the impression that they are made in the same factory.
The "pipes on top of the hull" interpretation is visually quite nice, although one might of course ask what they are supposed to be.
Anyway, I think the rule of cool applies here
One suggestion from me would be to try and integrate some similar parts and the same colour scheme for both bodies, just to give the impression that they are made in the same factory.
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
lookin sharp there on the model, although it could maybe use a bit of wear and tear around the edges ... just thought i'd pop in and say hi... its been a while - glad to see you guys are still here
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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Re: Models by MaNGusT (AR)
the art rev website has not been updated with the newer version 3.0 release
Re: Models by MaNGusT (AR)
another basic painting and details for the mantis body
Spoiler:
Last edited by MaNGusT on 09 Mar 2019, 23:15, edited 1 time in total.
Re: Models by MaNGusT (AR)
Excellent model
Just add a little bit of dust and scratches and it's ready for the game
Just add a little bit of dust and scratches and it's ready for the game
-insert deep philosophical statement here-
Re: Models by MaNGusT (AR)
btw, why do we use inverted values for object-space normal maps? Spent a lot of time to find out how to make it work properly. In 3ds max I can't choose values for Z channel, only for x and y, so I export red +x and green +y and then invert colors in a 2d editor to get red -x green -y and blue -z. Different standards?Jorzi wrote:
Last edited by MaNGusT on 10 Mar 2019, 01:05, edited 2 times in total.