Page 49 of 59

Re: Models by MaNGusT (AR)

Posted: 03 Nov 2017, 20:14
by Per
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)

Posted: 28 Jan 2018, 23:19
by MaNGusT
Since I can't get to work event-driven animation, decided to finish some models. :ninja:
High poly model of Bug body is pretty much finished
High poly model of Bug body is pretty much finished

Re: Models by MaNGusT (AR)

Posted: 29 Jan 2018, 12:31
by Jorzi
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...

Re: Models by MaNGusT (AR)

Posted: 29 Jan 2018, 12:48
by MaNGusT
Jorzi wrote:Very nice interpretation of the pixel art :)
Glad to see u too.
These attempts to imagine what each pixel means take about half of modelling time XD
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:
preview.png

Re: Models by MaNGusT (AR)

Posted: 30 Jan 2018, 08:44
by MaNGusT
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? :ninja:

Re: Models by MaNGusT (AR)

Posted: 02 Feb 2018, 22:49
by Tzeentch
looks nice. Dragon bodies I request to see...

Re: Models by MaNGusT (AR)

Posted: 18 Feb 2018, 22:33
by MaNGusT
Scorpion body is done. Any crits are welcome. :)
High poly model
High poly model

Re: Models by MaNGusT (AR)

Posted: 18 Feb 2018, 23:48
by cybersphinx
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?

Re: Models by MaNGusT (AR)

Posted: 19 Feb 2018, 10:31
by MaNGusT
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)
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. :)
The whole old model looks weird to me 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. :augh:
also the darkened right side, is that supposed to be the same as the left side but shadowed?
it's just a bug of viewport's real-time lighting. :annoyed:

Re: Models by MaNGusT (AR)

Posted: 21 Feb 2018, 16:33
by Jorzi
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.

Re: Models by MaNGusT (AR)

Posted: 13 Apr 2018, 04:26
by macuser
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 :)

Re: Models by MaNGusT (AR)

Posted: 30 Apr 2018, 00:24
by trevormanaze
the art rev website has not been updated with the newer version 3.0 release

Re: Models by MaNGusT (AR)

Posted: 09 Mar 2019, 04:39
by MaNGusT
another basic painting and details for the mantis body
Spoiler:

Re: Models by MaNGusT (AR)

Posted: 09 Mar 2019, 17:44
by Jorzi
Excellent model :)
Just add a little bit of dust and scratches and it's ready for the game

Re: Models by MaNGusT (AR)

Posted: 09 Mar 2019, 23:13
by MaNGusT
Jorzi wrote:
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?