Models by Jorzi (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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Re: Cannon models (light, medium and heavy). Request to join

Post by macuser » 17 Apr 2010, 16:11

IMHO the barrels look fine and the whole model design is great but the medium turret could be taller and the heavy turret could be bigger and taller :)

-regards macuser
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Re: Cannon models (light, medium and heavy). Request to join

Post by Zarel » 17 Apr 2010, 22:36

Hmm. It seems to me that both the barrel and the muzzle should be enlarged, and the turrets should be resized to match the old metrics better. The old MC and HCs were already hard enough to distinguish, let's not make them worse. If anything, the HC should be even bigger. You should also follow the pattern of muzzle size - it's a useful dinstinguisher. Might also help to take a hint from the old textures - they look better than solid green/teamcolor.

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Olrox
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Re: Cannon models (light, medium and heavy). Request to join

Post by Olrox » 17 Apr 2010, 23:15

Zarel wrote:Hmm. It seems to me that both the barrel and the muzzle should be enlarged, and the turrets should be resized to match the old metrics better. The old MC and HCs were already hard enough to distinguish, let's not make them worse. If anything, the HC should be even bigger. You should also follow the pattern of muzzle size - it's a useful dinstinguisher. Might also help to take a hint from the old textures - they look better than solid green/teamcolor.
Mangust is probably having a try at it ATM. Maybe he can incorporate the fresh features from Jorzi's model to the old cannons' proportions.

Do we have the community's approval to try to make the heavy cannon a bit larger to make it easier to identify, then?

I think that it's for a greater good, so it's fair to deviate a little from the original in this aspect.

Again, everyone's opinion counts, so please let us know what you think! :D

Devs are also humans (I think :hmm: ) so they are not excluded from this :lecture:

~Olrox :lol2:

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Re: Cannon models (light, medium and heavy). Request to join

Post by macuser » 17 Apr 2010, 23:17

Yes I think the distinguishability of the heavy cannon and the WOW factor will be greatly increased with bigger size - yes you have my approval.

-regards macuser
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Re: Cannon models (light, medium and heavy). Request to join

Post by Emdek » 18 Apr 2010, 08:04

Sure, as I've said before, now they are too similar.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.


Beware! Mad Qt Evangelist.

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Re: Cannon models (light, medium and heavy). Request to join

Post by Jorzi » 18 Apr 2010, 19:34

Started on the lancer today
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108 tris, 256x256 texture map as usual
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-insert deep philosophical statement here-

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Re: Cannon models (light, medium and heavy). Request to join

Post by Emdek » 18 Apr 2010, 19:42

Very nice, but maybe it could be modified a bit, to make top launchers more attached or something, like here (red lines)?
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.


Beware! Mad Qt Evangelist.

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Re: Cannon models (light, medium and heavy). Request to join

Post by Olrox » 18 Apr 2010, 19:54

Emdek wrote:Very nice, but maybe it could be modified a bit, to make top launchers more attached or something, like here (red lines)?
I agree with that point - in all other aspects I think that the mesh is excellent already! Really awesome work :wink:

~Olrox

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Re: Cannon models (light, medium and heavy). Request to join

Post by Jorzi » 18 Apr 2010, 20:18

Hmm... I see what you mean, but a good-looking solution would propably require more polygons...
I'll see what I can do.

EDIT: Thanks Olrox :)
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-insert deep philosophical statement here-

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Re: Cannon models (light, medium and heavy). Request to join

Post by Per » 18 Apr 2010, 21:33

Very nice!

Be careful not to waste polygons on small details too small for anyone to see at that small size. Unnecessary polygons slow down the game without a trade-off in improved graphics.

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Re: Cannon models (light, medium and heavy). Request to join

Post by Zarel » 18 Apr 2010, 22:25

Awesome! Can I see a version with no textures and no bump mapping? Makes it easier to tell if you're using too many polygons. ;)

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Re: Cannon models (light, medium and heavy). Request to join

Post by Jorzi » 18 Apr 2010, 22:58

A wireframe render
Image
As you can see, the shape is quite basic, which is neccesary if you want to create something with just over 100 tris.
All the detail is baked from the hi-poly model (which has around 35000 tris, thanks to the subsurface subdivision :D)
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Re: Cannon models (light, medium and heavy). Request to join

Post by Zarel » 19 Apr 2010, 00:02

That's great. I have no feedback at this point; it's perfect so far. :)

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Re: Cannon models (light, medium and heavy). Request to join

Post by Rider » 19 Apr 2010, 19:03

The lancer looks awesome!

I'm just curious though, do you plan to revise the cannons still, or release them as they are now? Despite all the criticism (because we care :P) I really would like to see/use those ingame!

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Re: Cannon models (light, medium and heavy). Request to join

Post by Jorzi » 19 Apr 2010, 20:19

Don't worry :wink: The cannon models will be included, I've sent them to mangust and he'll tweak them a bit before exporting them I think. Since modelling is what I'm best at I thought I'd concentrate a bit on that so that people have something to make textures for :)
Olrox is doing most of the texturing right now but if you want to have a go at one of my models, just pm me an I'll send you the lightmap and uv layout. If it's good, we might use it, if it's creative, we may use elements from it.
ImageImage
-insert deep philosophical statement here-

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