Models by Jorzi (AR)

Improving the artwork in Warzone2100 - not for mod discussions
Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Aug 2015, 08:48

No, if you look closely, every faction in warzone has different walls, towers and hq:s (the project has the same walls & towers as the new paradigm though, because the project recovers that tech from them)

The NP walls are the classical style , with light grey concrete. The collective has dark grey walls & towers that are a bit bulkier and they only have a narrow teamcolor strip at the top. Nexus' walls are black concrete with very massive hardpoints.
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Re: Models by Jorzi (AR)

Post by trevormanaze » 18 Nov 2015, 08:34

Jorzi wrote:http://artrev2100.sourceforge.net/forum ... p?f=4&t=35
As you can see, we are pretty far on the units of campaign 1, although there is still lots of work to do...
Yes I need a full set of all models that want to be shown in the cut scenes, Im going to need them formated from PIE to Blender to CAD then to .skp(sketchup) so I can begin the final process of adding them to .Iclone and begin work. :lecture:

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Re: Models by Jorzi (AR)

Post by Tenoh » 19 Nov 2015, 04:36

That reminds me,why not add few mor factions with their own uniq stuff?Europe? Asia? Africa?
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Re: Models by Jorzi (AR)

Post by trevormanaze » 19 Nov 2015, 05:02

remembe, starcraft has 3 , the zer, terrain, and protoss. (i think thats all) ?

Wz has green , scavenger, and paridigm

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Re: Models by Jorzi (AR)

Post by Slye_Fox » 20 Nov 2015, 07:25

trevormanaze wrote:remembe, starcraft has 3 , the zer, terrain, and protoss. (i think thats all) ?

Wz has green , scavenger, and paridigm
No it doesn't.
It has the Scavengers, the Project (the player's faction), New Paradigm, The Collective & NEXUS.

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Re: Models by Jorzi (AR)

Post by jantje » 24 Dec 2015, 17:33

Jorzi wrote:...

Hi Jorzi,

i cant send a privet massage so i do it this way.
your map verry cool but, 40+ mb less fun.

this can be a lot smaller. i can do it to for you np than contact me

greets

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Re: Models by Jorzi (AR)

Post by Jorzi » 12 Jan 2016, 23:07

Hi, what do you suggest? The only accepted file format is png and I am already reducing the resolution on most textures when packing.
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Re: Models by Jorzi (AR)

Post by Jorzi » 07 Feb 2016, 17:39

Finally, some updates...
I baked and textured the tiger body. Trying out Krita as an alternative to gimp for texture editing. Working well, so far. It has almost all the features I use and significantly better performance + some nice goodies. Also better tablet support. Only a few impairments to workflow, like having to select file format and name every time you export.
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Re: Models by Jorzi (AR)

Post by Slye_Fox » 10 Feb 2016, 13:29

Awesome work.
The Collective bodies are my fave set.

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Re: Models by Jorzi (AR)

Post by montetank » 10 Feb 2016, 15:57

Jorzi wrote: Trying out Krita as an alternative to gimp for texture editing.
Thanks for the information, Jorzi. Never heard about Krita. Its much easier to work with Krita (faster). I will use this program for mapmaking in future :)
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: Models by Jorzi (AR)

Post by Jorzi » 13 Feb 2016, 16:45

Thanks guys :)
I added the tiger to the svn repo today
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Per
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Re: Models by Jorzi (AR)

Post by Per » 13 Feb 2016, 17:02

Really nice!

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Re: Models by Jorzi (AR)

Post by Jorzi » 13 Feb 2016, 22:07

I found the scav trike that I never got around to finishing.
Here's some nice progress on the hipoly I did today :)
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montetank
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Re: Models by Jorzi (AR)

Post by montetank » 13 Feb 2016, 22:16

Jorzi wrote:Thanks guys :)
I added the tiger to the svn repo today
fantastic tigers :) and a good screenshot :3 it seems you made this shot with a texturesize setting of 512. Am i wrong? The terrain looks washout, not really sharp. So the tigers are in the focus of this picture.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.

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Re: Models by Jorzi (AR)

Post by Jorzi » 14 Feb 2016, 13:37

Thanks :) My texture size is 2048 and I have all other graphics settings maxed as well. I think the texpages bundled with the game are downscaled compared to MaNGusT's originals. Also, it's quite a closeup.
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