Models by MaNGusT (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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Olrox
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Re: models by MaNGusT

Post by Olrox » 16 Apr 2010, 01:23

Olrox wrote: I'll see if I have this version saved on my old pc after I'm back from school :P
Probably I have it :hmm:
I don't have it :(

Sorry :|

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Re: models by MaNGusT

Post by macuser » 20 Apr 2010, 00:01

I found it! Here it is :geek: :!!!:

-regards macuser
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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT » 17 May 2010, 06:24

Fully symmetric model of the wall. :lecture:
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Olrox
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Re: models by MaNGusT

Post by Olrox » 17 May 2010, 06:39

MaNGusT wrote:Fully symmetric model of the wall. :lecture:
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That's REALLY good! :D

But, I must ask, you know, it's an old habit, etc., how many polys? 8)
I believe that the small reinforcement bars could be rendered into normal mapping :hmm:

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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT » 17 May 2010, 06:48

Olrox wrote:That's REALLY good! :D

But, I must ask, you know, it's an old habit, etc., how many polys? 8)
I believe that the small reinforcement bars could be rendered into normal mapping :hmm:
Thanks. It has 234 triangles. I can reduce it more by removing "support foots" and, as you've already mentioned, move reinforcement bars into normal map texture. :)
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Olrox
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Re: models by MaNGusT

Post by Olrox » 17 May 2010, 07:33

MaNGusT wrote: Thanks. It has 234 triangles. I can reduce it more by removing "support foots" and, as you've already mentioned, move reinforcement bars into normal map texture. :)
Also, you'd most probably want to make those bigger concrete parts on the edges, as separate boxes that intersect the main wall, rather than extruded parts of the mesh (If you want I can illustrate that real quickly)

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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT » 17 May 2010, 07:37

Olrox wrote:Also, you'd most probably want to make those bigger concrete parts on the edges, as separate boxes that intersect the main wall, rather than extruded parts of the mesh (If you want I can illustrate that real quickly)
I understand you. I'll try. :)
Last edited by MaNGusT on 24 May 2010, 16:54, edited 1 time in total.
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Re: models by MaNGusT

Post by macuser » 17 May 2010, 08:06

Great it looks nice. better then mine because you have a texture :)

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Re: models by MaNGusT

Post by Rider » 18 May 2010, 20:25

Am I correct in assuming that darker top bit will be teamcoloured in the engine?

Looks pretty cool so far. Some specular/normal maps can really make that look pretty epic.

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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT » 19 May 2010, 01:07

Rider wrote:Am I correct in assuming that darker top bit will be teamcoloured in the engine?
Yes. :wink:
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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT » 20 May 2010, 10:25

There are two methods to make normal map texture. Each of them gives the same result.

1) I add all polys of model to 1 smooth group, choose necessary options, bake texture. texture shows correctly only if game engine will also add all polys of model to 1 smooth group.
2) I bake texture without smooth group. texture shows correctly in game only if model doesn't have smooth groups.

for me, the 1 variant seems better but with usual zoom it will be unnoticeable.
What variant should I choose? :)
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Re: models by MaNGusT

Post by Jorzi » 20 May 2010, 12:20

May I suggest using an object space normal map instead. It will ignore any smoothing and overwrite the surface normal according to the object orientation. This is ideal for warzone since all objects are non-deforming.
If tangent space is the only available mapping, just do what you prefer, I can convert it in blender later.
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MaNGusT
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Re: models by MaNGusT

Post by MaNGusT » 20 May 2010, 13:02

Jorzi wrote:May I suggest using an object space normal map instead. It will ignore any smoothing and overwrite the surface normal according to the object orientation. This is ideal for warzone since all objects are non-deforming.
If tangent space is the only available mapping, just do what you prefer, I can convert it in blender later.
I have only - tangent, local xyz, screen, world.

Previously I talked about smooth groups. Models with normal maps look better if they have only 1 smooth group than without SG. :)
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Re: models by MaNGusT

Post by Jorzi » 20 May 2010, 14:53

It's propably the local xyz option. Otherwise the "world" option will give the same result if your model is unrotated.
More info here http://www.surlybird.com/tutorials/Tang ... index.html
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Re: models by MaNGusT

Post by MaNGusT » 24 May 2010, 14:14

Last edited by MaNGusT on 24 May 2010, 16:45, edited 1 time in total.
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