Models by Jorzi (AR)
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Jorzi
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Re: Models by Jorzi (AR)
Yeah, as I said, considering the limited hardware at the time, the original artists probably used a mathematically defined ellipsoid because it's very cheap to raytrace and takes only 4 points to define


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Giani
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Re: Models by Jorzi (AR)
Looks great.Jorzi wrote:Worked some more on the front details. Baked lowpoly as usual
Last edited by Giani on 02 Apr 2012, 22:29, edited 1 time in total.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Giani
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Re: Models by Jorzi (AR)
:/ I cant see the picture of the transport model.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501
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Jorzi
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Re: Models by Jorzi (AR)
Some more details added today...
@Giani: Dunno, they are there for me, is the problem still present?
@Giani: Dunno, they are there for me, is the problem still present?
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theArmourer
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Re: Models by Jorzi (AR)
That's looking really good.
But do we need detail on the bottom. 
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aubergine
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Re: Models by Jorzi (AR)
I hope all things that fly have detail on the bottom. At some point I'd like to find a way to have the camera view looking upwards for some videos I'm planning on making (eg. so I could watch VTOLs fly overhead from the perspective of a camera man on the ground).
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Jorzi
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Re: Models by Jorzi (AR)
Some updates, still trying to come up with ideas on the details at the rear part.
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Corporal Punishment
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Re: Models by Jorzi (AR)
You could try a pair of struts that pick up the lines of the cockpit panel, running parallel to the fin. It would give the model the a distinctive spine, in a purely artistic sense, and give some resemblance to the loading door the original artists painted on the top of the model to save texture space, as you pointed out. I just assume you will go with a more pleasing solution for the texture anyway.
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Flavius Vegetius Renatus, De re militari
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Rman Virgil
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Re: Models by Jorzi (AR)
.
Was wondering Jorzi if you have this one ready to go in-game?
Was hoping to have it in a WZ Machinima.
Was wondering Jorzi if you have this one ready to go in-game?
Was hoping to have it in a WZ Machinima.
Jorzi » Sat Aug 28, 2010 12:45 pm wrote:
Added some minor details and reduced texture size to 256
Considering this one finished![]()
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Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
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Jorzi
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Re: Models by Jorzi (AR)
Never added it to our mod because I wasn't really satisfied with the texture.
Did a quick export, everything is there but I didn't have time to put connectors on it and files need to be renamed.
Did a quick export, everything is there but I didn't have time to put connectors on it and files need to be renamed.
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Rman Virgil
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Re: Models by Jorzi (AR)
K. Thanks. I'll use it sparingly in a tight, angular, partly silhouetted frame.Jorzi wrote:Never added it to our mod because I wasn't really satisfied with the texture.
Did a quick export, everything is there but I didn't have time to put connectors on it and files need to be renamed.
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Jabol
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Re: Models by Jorzi (AR)
Those models are so nice they would be perfect for an FPS game related to Warzone 2100
. Something AKA Battlefield but with own modable vehicles to fight.
I have changed this signature because a developer thinks it's offensive.
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Jorzi
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Re: Models by Jorzi (AR)
Thanks 
The polycount is a bit low for an fps style game though...
The polycount is a bit low for an fps style game though...


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Jorzi
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Re: Models by Jorzi (AR)
I saw a request for a palm tree so I made one 
Oh and as always, unless otherwise specified, the license is CC0
Oh and as always, unless otherwise specified, the license is CC0
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aubergine
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Re: Models by Jorzi (AR)
That's sooooo awesome!
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO