Models by Jorzi (AR)

Improving the artwork in Warzone2100 - not for mod discussions
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Alpha93
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Re: Models by Jorzi (AR)

Post by Alpha93 »

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?
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page-205-hpvcannon.png
page-205-hpvcannon.png (68.84 KiB) Viewed 6177 times
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Re: Models by Jorzi (AR)

Post by cnceo »

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.
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Re: Models by Jorzi (AR)

Post by Jorzi »

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.
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factory_hipoly.jpg
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Re: Models by Jorzi (AR)

Post by Slye_Fox »

Now that is sexy.

Can't wait to see the end result.
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Re: Models by Jorzi (AR)

Post by Alpha93 »

@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").
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Re: Models by Jorzi (AR)

Post by Jorzi »

Sounds good :) Currently working on the factory lowpoly.
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Re: Models by Jorzi (AR)

Post by Alpha93 »

Current "lowpoly" is at 6,8k triangles vs the 11k of the highpoly.
Edit: now down to 5k :D
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..

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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.
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Low poly edge split
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Re: Models by Jorzi (AR)

Post by Jorzi »

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.
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factory_lowpoly_ao.jpg
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Re: Models by Jorzi (AR)

Post by cybersphinx »

Jorzi wrote:@Cybersphinx: rigged and animated, just press alt+a to see the animation ;)
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.
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Re: Models by Jorzi (AR)

Post by Jorzi »

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?
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Re: Models by Jorzi (AR)

Post by cybersphinx »

Maybe it exports the bones as is... is there a way to apply the bone transformations to the model?
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Re: Models by Jorzi (AR)

Post by Jorzi »

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...
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Re: Models by Jorzi (AR)

Post by Jorzi »

Some texturing progress... Anyone know a good font for the F1, F2, F3 markings?
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factory_lowpoly_2.jpg
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Re: Models by Jorzi (AR)

Post by cnceo »

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)

Post by swatspeedman »

Alpha93 wrote:*snip*
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?

Why don't you also make the 4 antenna on the top a little lower poly as well? Just a few suggestions.
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