Artwork by Black Project (Using PIE Slicer DX v1.07)

Improving the artwork in Warzone2100 - not for mod discussions
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Black Project
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Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Black Project »

Walltowers & Walls
wz2100-20101106_155058-Sk-Rush-T3.jpg
Fortresses
wz2100-20101106_155109-Sk-Rush-T3.jpg
More coming soon!

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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by macuser »

Those look nice :) got a bit of a different feel to them.
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Jorzi »

Pretty nice.. What modeler do you use?
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Black Project »

Jorzi wrote:Pretty nice.. What modeler do you use?
PIE Slicer DX v1.07 (an old WZ tool for making PIE models)

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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Jorzi »

So you can actually do modeling with it and not just model conversion? Interesting...
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Mysteryem »

Jorzi wrote:So you can actually do modeling with it and not just model conversion? Interesting...
Hmm, perhaps you're thinking of a different program, since PIE slicer only does editing.

All manual work, but those wall models look a lot like grim's, so I'm guessing that mainly, the textures have been changed, and I must say, it looks very good.
Though, you may want leave a 1 pixel border for the texture of each polygon since the blur of the textures in-game is creating some thin white/transparent lines at the edges of some of the polygons. The only way to reduce this effect is to make the texpage larger since you can't use the no filtering tag (keeps textures pixelated, ideal for textures with transparency) anymore (removed to make the game run faster)
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Black Project »

These were made long time ago for personnal use, but i decided to post them here :)

More models in next posts

Cannons
wz2100-20101106_200118-Sk-Rush-T3.jpg
Rail Guns
wz2100-20101106_201054-Sk-Rush-T3.jpg
Rockets (ops, forgot the Mini-Rocket Pod)
wz2100-20101106_200943-Sk-Rush-T3.jpg
Last edited by Black Project on 07 Nov 2010, 00:37, edited 2 times in total.
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Black Project »

Tracked tanks
Heavy Assault Cannon (for curiosity)
Heavy Assault Cannon (for curiosity)
Half-tracked tanks
wz2100-20101106_200503-Sk-Rush-T3.jpg
Wheeled tanks
wz2100-20101106_200654-Sk-Rush-T3.jpg
Last edited by Black Project on 07 Nov 2010, 00:39, edited 2 times in total.
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Black Project »

Missiles (includes the Mini-Rocket Pod)
wz2100-20101106_203232-Sk-Rush-T3.jpg
Rocket & Missile Fortresses
wz2100-20101106_203243-Sk-Rush-T3.jpg
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Colditz »

Looks pretty solid, nice work! But it changes WZ2100 only to the state-of-the art of 2002.
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Rman Virgil »

Jorzi wrote:So you can actually do modeling with it and not just model conversion? Interesting...
You can create .Pie models from scratch with Stratadrake's PieSlicer. Stratadrake was a WZ luminary who created this app from scratch as well the WZ Customizer Kit proggy. He was also a 1st rank artist (digital and analog), mapper, modder, writer and WZ A.I. scriptor (he created the whole "mines" tech used by NTW, among other things). In the terminology popular these days he would be called a "Noob" because he was not much into WZ Net MP. How absurd is that.

Good work BP. I wouldn't be so concerned about what linear year of progress this is judged to be as that is, for one, a criteria of the commercial game development paradigm (franchise sales from year to year) which really in no way applies to WZ and, second, this work will achieve enhanced visual immersion just fine within the first 60 seconds of game... after which it is all player imagination (coupled with SFX & GFX) intersecting WZ's game play mechanics.

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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Jorzi »

Those models look really good and high-quality. I'm just concerned about what the polycount is on those. I have heard that performance drops very steeply with higher polycounts (propably because the engine was originally written for hardware such as the ps1). At art revolution we are trying to compensate for lower polycounts with hi-quality high-resolution textures instead, since apparently (as I've understood it), increased texture size doesn't have the same impact on performance.
Have you ever experienced something like this with your models? Because I would really like to get the most out of the engine ;)
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Re: Artwork by Black Project (Using PIE Slicer DX v1.07)

Post by Bruno Rodolfo »

Black Project, on my computer every time I used this program and saved it never had a problem appeared:

Code: Select all

path file erro
what do I do?
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