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Wanting to model
Posted: 01 Feb 2012, 02:11
by Naiba
Pretty much anything for high-polly renders. Have rendering/lighting software and some generic tile textures for shinies.
Can't texture for anything useful, can't do organic shapes. (curvy stuff)
Somewhat disappointed with the lack of interest from last time.
Re: Wanting to model
Posted: 01 Feb 2012, 10:31
by Terminator
Make high poly command center with details. would love to see it.
Re: Wanting to model
Posted: 01 Feb 2012, 13:12
by Jorzi
I think that colditz already did the command center, although I'm not sure. That doesn't mean that you couldn't do it, of course.
Anyway if you want to make something that other people aren't working on, there are some things like mortar pits, anti-air mounts and cannons, light halftracks, tiger, panther and nexus bodies.
Re: Wanting to model
Posted: 02 Feb 2012, 20:16
by Naiba
Terminator wrote:Make high poly command center with details. would love to see it.
Made a start on it today

Re: Wanting to model
Posted: 02 Feb 2012, 21:08
by zany
where is satellite dish?
Re: Wanting to model
Posted: 02 Feb 2012, 21:13
by Mysteryem
zany wrote:where is satellite dish?
Naiba wrote:
Made a
start on it today

WIP by the looks of things zany, I'm sure Naiba will get there eventually.

Re: Wanting to model
Posted: 02 Feb 2012, 21:21
by cybersphinx
Also, it's in a separate file.
Re: Wanting to model
Posted: 03 Feb 2012, 01:40
by Berg
Nice looking HQ colours might need touching up like we all told ...your models are too clean,,
Good job
Re: Wanting to model
Posted: 03 Feb 2012, 03:00
by Naiba
Didn’t have the time to do that much more to it yet, but re-rendered it in moodier lighting.
Re: Wanting to model
Posted: 03 Feb 2012, 03:12
by Berg
You dont have to put a radar sensor or other apparatus in the center top as this is used by the code to place another pie file on a connector in this positions
hq.gif
Re: Wanting to model
Posted: 03 Feb 2012, 03:22
by Naiba
Berg wrote:You dont have to put a radar sensor or other apparatus in the center top as this is used by the code to place another pie file on a connector in this positions
hq.gif
I was never intending for this model to be featured in-game. Working to a low polly-limit was never my strong-point.
Re: Wanting to model
Posted: 03 Feb 2012, 03:38
by aubergine
For buildings that there are very few of, eg. CC, sat uplink, las sat, CRC, does it really matter how many polys they have?
I can see why poly count for droids and defences are vital - there are loads of them on a map. But at most there will only ever be 10 CCs on a map, so could the poly count limit be lifted a bit for those rarer buildings?
Re: Wanting to model
Posted: 03 Feb 2012, 03:51
by Naiba
aubergine wrote:For buildings that there are very few of, eg. CC, sat uplink, las sat, CRC, does it really matter how many polys they have?
Artistic coherency? Having a few super-high polly objects tend to make everything else look that much worse just by being there. There may be technical issues too, but I don't know much about this game's engine, so I couldn't say.
Re: Wanting to model
Posted: 03 Feb 2012, 03:56
by aubergine
Perhaps a compromise then - allow them to have a few more polys than they currently get, but not a crazy number of polys. So they can be a little bit more detailed than they currently are without making the other buildings look any worse.
Re: Wanting to model
Posted: 03 Feb 2012, 03:59
by Berg
There is a very high limit on structures(poli) now if you pc can handle it the game can run it.
The limits suggested in the wiki are just that a guide not a rule