Models by Jorzi (AR)
Re: Models by Jorzi (AR)
Just noticed that the HPV has the wrong texture page (it's too bright).
Attached the correct one.
Edit: may I suggest for your future models to further increase the amount of gray gradients?
Attached the correct one.
Edit: may I suggest for your future models to further increase the amount of gray gradients?
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- page-205-hpvcannon.png (68.84 KiB) Viewed 6177 times
Xfire-->chris37killer
Re: Models by Jorzi (AR)
A great step forward! I think there are some small updates on page-10 and 12 (see the sticky thread) which are not jet included in the repos.
Re: Models by Jorzi (AR)
cnceo: Thanks for the heads up, will make sure they get into the next release.
Had some inspiration today, did a hipoly of the factory.
Had some inspiration today, did a hipoly of the factory.
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Now that is sexy.
Can't wait to see the end result.
Can't wait to see the end result.
Re: Models by Jorzi (AR)
@Jorzi: I'm quite sure I could quickly make the HQ lowpoly, most of its highpoly's polycount comes from the antennas and the sensor mount anyway... We could keep the general silhouette and simplify those (along with the Vs on the "doors").
Xfire-->chris37killer
Re: Models by Jorzi (AR)
Sounds good Currently working on the factory lowpoly.
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Current "lowpoly" is at 6,8k triangles vs the 11k of the highpoly.
Edit: now down to 5k
I might be able to get rid of some more triangles without losing too much detail on the low poly.
Edit 2: down to 4,6k without losing the silhouette. Since there won't be many Command Centers around, I guess keeping the lowpoly at 4,6k isn't so bad. I could get rid of some more vertices, but most of the tris count was on the antenna so...yeah..
Lowpoly smoothshaded and subsurfed.
Removed the stripes and the polycount goes down to 3,256.
Removing the "doors" got me down to 3,16k. I see no point doing any lower, since I'd lose too much of the silhouette.
Low poly edge split
Edit: now down to 5k
I might be able to get rid of some more triangles without losing too much detail on the low poly.
Edit 2: down to 4,6k without losing the silhouette. Since there won't be many Command Centers around, I guess keeping the lowpoly at 4,6k isn't so bad. I could get rid of some more vertices, but most of the tris count was on the antenna so...yeah..
Lowpoly smoothshaded and subsurfed.
Removed the stripes and the polycount goes down to 3,256.
Removing the "doors" got me down to 3,16k. I see no point doing any lower, since I'd lose too much of the silhouette.
Low poly edge split
Xfire-->chris37killer
Re: Models by Jorzi (AR)
A good target would be something like 1.5-2k (although as you say polycount isn't really critical). You can simplify the stripes around the windows so the windows are slightly recessed but don't have the grooves around them. Also smal things such as the crossbeams on the antennas should be as reduced to minimum detail (4 points on the circle maybe). Anyway keep up the good work
Some of my own progress:
Unwrapped & ao baked the factory in all its three stages, tier 3 factory has a polycount of 1322 triangles. I was able to reuse quite a bit of texture space.
Some of my own progress:
Unwrapped & ao baked the factory in all its three stages, tier 3 factory has a polycount of 1322 triangles. I was able to reuse quite a bit of texture space.
-insert deep philosophical statement here-
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Re: Models by Jorzi (AR)
I tried exporting it from Blender as .X, which should have the rotation data in text form, but it was all zero. Not sure if that's a problem with the model or exporter, or if I used the wrong settings.Jorzi wrote:@Cybersphinx: rigged and animated, just press alt+a to see the animation
We want information... information... information.
Re: Models by Jorzi (AR)
Are you looking at the bones or the actual object parts? Because the meshes only inherit the transformations of their respective parent bones and therefore have no rotation of their own. Unfortunately I've never used the .x format so I can't know for sure how well the exporter works, but I assume you are able to see what the animation should look like in blender?
-insert deep philosophical statement here-
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Re: Models by Jorzi (AR)
Maybe it exports the bones as is... is there a way to apply the bone transformations to the model?
We want information... information... information.
Re: Models by Jorzi (AR)
You mean so that each part would have its own global transformation? I'm sure it is done somewhere at some point, but I'm not sure if the functionality is exposed in any way...
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Some texturing progress... Anyone know a good font for the F1, F2, F3 markings?
-insert deep philosophical statement here-
Re: Models by Jorzi (AR)
Beautiful model Jorzi! I wasn't able to find a free font that was close to the originals either. When I made my textures I took the letters from the old textures, scaled them up and repaired the edges by hand. You could try to use mine from the tcmask.
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Re: Models by Jorzi (AR)
Looking at this, why don't you flatten some of the top a bit, and use bump mapping and textures in order to cut down your face count a little more?Alpha93 wrote:*snip*
Why don't you also make the 4 antenna on the top a little lower poly as well? Just a few suggestions.