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Re: Cannon models (light, medium and heavy). Request to join
Posted: 01 May 2010, 21:11
by Olrox
Jorzi wrote:I'll try to add them without it looking like pasted-on decals...
I can always add them to the normal filter in the same way I added those other details to the cannon model, but if you can manage to make it better using blender, then by all means
I can't think of anything else those could be, though - but I don't think they're pipes. In my eyes they're more like vents, because of some shading effects on it (the vents look a bit deeper than the Teamcolored parts).
~Olrox
Re: Cannon models (light, medium and heavy). Request to join
Posted: 01 May 2010, 21:43
by MaNGusT
Olrox wrote: In my eyes they're more like vents, because of some shading effects on it (the vents look a bit deeper than the Teamcolored parts).
imho
front - pipe
side - vents
Re: Cannon models (light, medium and heavy). Request to join
Posted: 01 May 2010, 22:06
by Jorzi
After tweaking some settings I actually managed to bake in the pipes without adding geometry
Textures are raw hi-res(1024x1024) baked maps, after getting rid of a few artifacts I'll downsize them back to 256x256
Re: Cannon models (light, medium and heavy). Request to join
Posted: 01 May 2010, 22:32
by MaNGusT
Jorzi wrote:After tweaking some settings I actually managed to bake in the pipes without adding geometry
This is what I'm talking about. nice!
P.S. Don't worry about texture size because the wz engine can downsize them to a lower settings. I think that 512x512 texture size is enough for the unit's components. imho, 256x256 texture looks too blurry and distorted for the high quality settings.
Re: Cannon models (light, medium and heavy). Request to join
Posted: 01 May 2010, 23:05
by Jorzi
Hmm ok, the thing with 256x256 was that I'd be able to fit 4 maps into a 512 size texpage. Also the low resolution forces me to only add details that will actually show up and not be too small.
Re: Cannon models (light, medium and heavy). Request to join
Posted: 02 May 2010, 04:11
by Olrox
I think it's okay to have 256x256 textures for small weapons - like machinegun, assault gun, mini-rockets, mortar, etc. However, if the texture is for bigger models, like cannons, lasers, rockets, AA guns etc., I think we can have a 512x256 space for it and then fit two small textures or another texture for a large weapon together in a 512x512 page. We are currently making body textures so that we can have a heavy body and a small one or two mediums at a page, so that would be 512x256 also, actually - and a small body do have a similar size to the larger weapons, like ripple rockets, hellstorm, AA guns, twin turrets (not twin mg please
) etc..
I agree that making a texture for a large weapon using only 256x256 seems unnapropriate, considering the level of detail we are aiming for. But, for small weapons, as I said, I think it's ok - most of the detail will be really hard to see even with this size.
~Olrox
Re: Cannon models (light, medium and heavy). Request to join
Posted: 03 May 2010, 13:21
by Rider
Those pipes really add a lot! Awesome!
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 18:25
by Jorzi
Long time no post
Machinegun. 89 tris. Crits and suggestions are welcome
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 18:55
by KukY
Jorzi wrote:Long time no post
Machinegun. 89 tris. Crits and suggestions are welcome
Critics: None.
Suggestions: Get it into the game.
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 21:16
by Corporal Punishment
Looks great, but you can skip the triangular pin on the muzzle. In real-life guns, this would be part of a diopter sight, but a turret would use a coaxial sight rather.
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 21:47
by macuser
Beautiful Beautiful. How bout twin and heavy MG?
-regards macuser
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 21:49
by KukY
Corporal Punishment wrote:Looks great, but you can skip the triangular pin on the muzzle. In real-life guns, this would be part of a diopter sight, but a turret would use a coaxial sight rather.
Still, it looks cool
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 22:25
by Zarel
I agree with skipping the triangular pin.
That said, I am still quite distressed that we haven't had any new 3D art committed since Mysteryem and my improvements to a few textures. We really need to work on getting the models we do have into the game...
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 22:48
by KukY
Zarel wrote:We really need to work on getting the models we do have into the game...
Yes. There have been tons of great models, that never got in-game, and deserved to.
Re: Cannon models (light, medium and heavy). Request to join
Posted: 17 May 2010, 22:52
by macuser
ingame as in official or as in new release of AR mod?