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

Posted: 01 May 2010, 21:11
by Olrox
Jorzi wrote:I'll try to add them without it looking like pasted-on decals...
I can always add them to the normal filter in the same way I added those other details to the cannon model, but if you can manage to make it better using blender, then by all means :)

I can't think of anything else those could be, though - but I don't think they're pipes. In my eyes they're more like vents, because of some shading effects on it (the vents look a bit deeper than the Teamcolored parts).

~Olrox

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

Posted: 01 May 2010, 21:43
by MaNGusT
Olrox wrote: In my eyes they're more like vents, because of some shading effects on it (the vents look a bit deeper than the Teamcolored parts).
imho
front - pipe
side - vents

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

Posted: 01 May 2010, 22:06
by Jorzi
After tweaking some settings I actually managed to bake in the pipes without adding geometry :D
Image
Textures are raw hi-res(1024x1024) baked maps, after getting rid of a few artifacts I'll downsize them back to 256x256

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

Posted: 01 May 2010, 22:32
by MaNGusT
Jorzi wrote:After tweaking some settings I actually managed to bake in the pipes without adding geometry :D
This is what I'm talking about. nice! :)

P.S. Don't worry about texture size because the wz engine can downsize them to a lower settings. I think that 512x512 texture size is enough for the unit's components. imho, 256x256 texture looks too blurry and distorted for the high quality settings.

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

Posted: 01 May 2010, 23:05
by Jorzi
Hmm ok, the thing with 256x256 was that I'd be able to fit 4 maps into a 512 size texpage. Also the low resolution forces me to only add details that will actually show up and not be too small.

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

Posted: 02 May 2010, 04:11
by Olrox
I think it's okay to have 256x256 textures for small weapons - like machinegun, assault gun, mini-rockets, mortar, etc. However, if the texture is for bigger models, like cannons, lasers, rockets, AA guns etc., I think we can have a 512x256 space for it and then fit two small textures or another texture for a large weapon together in a 512x512 page. We are currently making body textures so that we can have a heavy body and a small one or two mediums at a page, so that would be 512x256 also, actually - and a small body do have a similar size to the larger weapons, like ripple rockets, hellstorm, AA guns, twin turrets (not twin mg please :P ) etc..

I agree that making a texture for a large weapon using only 256x256 seems unnapropriate, considering the level of detail we are aiming for. But, for small weapons, as I said, I think it's ok - most of the detail will be really hard to see even with this size.

~Olrox

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

Posted: 03 May 2010, 13:21
by Rider
Those pipes really add a lot! Awesome!

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

Posted: 17 May 2010, 18:25
by Jorzi
Long time no post
Image
Machinegun. 89 tris. Crits and suggestions are welcome :)

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

Posted: 17 May 2010, 18:55
by KukY
Jorzi wrote:Long time no post
Image
Machinegun. 89 tris. Crits and suggestions are welcome :)
Critics: None. Suggestions: Get it into the game. ;)

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

Posted: 17 May 2010, 21:16
by Corporal Punishment
Looks great, but you can skip the triangular pin on the muzzle. In real-life guns, this would be part of a diopter sight, but a turret would use a coaxial sight rather.

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

Posted: 17 May 2010, 21:47
by macuser
Beautiful Beautiful. How bout twin and heavy MG?

-regards macuser

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

Posted: 17 May 2010, 21:49
by KukY
Corporal Punishment wrote:Looks great, but you can skip the triangular pin on the muzzle. In real-life guns, this would be part of a diopter sight, but a turret would use a coaxial sight rather.
Still, it looks cool :D

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

Posted: 17 May 2010, 22:25
by Zarel
I agree with skipping the triangular pin.

That said, I am still quite distressed that we haven't had any new 3D art committed since Mysteryem and my improvements to a few textures. We really need to work on getting the models we do have into the game...

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

Posted: 17 May 2010, 22:48
by KukY
Zarel wrote:We really need to work on getting the models we do have into the game...
Yes. There have been tons of great models, that never got in-game, and deserved to.

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

Posted: 17 May 2010, 22:52
by macuser
ingame as in official or as in new release of AR mod?