Models by Jorzi (AR)
Re: Cannon models (light, medium and heavy). Request to join
IMHO the barrels look fine and the whole model design is great but the medium turret could be taller and the heavy turret could be bigger and taller
-regards macuser
-regards macuser
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Cannon models (light, medium and heavy). Request to join
Hmm. It seems to me that both the barrel and the muzzle should be enlarged, and the turrets should be resized to match the old metrics better. The old MC and HCs were already hard enough to distinguish, let's not make them worse. If anything, the HC should be even bigger. You should also follow the pattern of muzzle size - it's a useful dinstinguisher. Might also help to take a hint from the old textures - they look better than solid green/teamcolor.
Re: Cannon models (light, medium and heavy). Request to join
Mangust is probably having a try at it ATM. Maybe he can incorporate the fresh features from Jorzi's model to the old cannons' proportions.Zarel wrote:Hmm. It seems to me that both the barrel and the muzzle should be enlarged, and the turrets should be resized to match the old metrics better. The old MC and HCs were already hard enough to distinguish, let's not make them worse. If anything, the HC should be even bigger. You should also follow the pattern of muzzle size - it's a useful dinstinguisher. Might also help to take a hint from the old textures - they look better than solid green/teamcolor.
Do we have the community's approval to try to make the heavy cannon a bit larger to make it easier to identify, then?
I think that it's for a greater good, so it's fair to deviate a little from the original in this aspect.
Again, everyone's opinion counts, so please let us know what you think!
Devs are also humans (I think ) so they are not excluded from this
~Olrox
Re: Cannon models (light, medium and heavy). Request to join
Yes I think the distinguishability of the heavy cannon and the WOW factor will be greatly increased with bigger size - yes you have my approval.
-regards macuser
-regards macuser
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Cannon models (light, medium and heavy). Request to join
Sure, as I've said before, now they are too similar.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Cannon models (light, medium and heavy). Request to join
Started on the lancer today
108 tris, 256x256 texture map as usual
108 tris, 256x256 texture map as usual
-insert deep philosophical statement here-
Re: Cannon models (light, medium and heavy). Request to join
Very nice, but maybe it could be modified a bit, to make top launchers more attached or something, like here (red lines)?
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
The time has come, the high time, to destroy hatred in oneself.
Beware! Mad Qt Evangelist.
Re: Cannon models (light, medium and heavy). Request to join
I agree with that point - in all other aspects I think that the mesh is excellent already! Really awesome workEmdek wrote:Very nice, but maybe it could be modified a bit, to make top launchers more attached or something, like here (red lines)?
~Olrox
Re: Cannon models (light, medium and heavy). Request to join
Hmm... I see what you mean, but a good-looking solution would propably require more polygons...
I'll see what I can do.
EDIT: Thanks Olrox
I'll see what I can do.
EDIT: Thanks Olrox
-insert deep philosophical statement here-
Re: Cannon models (light, medium and heavy). Request to join
Very nice!
Be careful not to waste polygons on small details too small for anyone to see at that small size. Unnecessary polygons slow down the game without a trade-off in improved graphics.
Be careful not to waste polygons on small details too small for anyone to see at that small size. Unnecessary polygons slow down the game without a trade-off in improved graphics.
Re: Cannon models (light, medium and heavy). Request to join
Awesome! Can I see a version with no textures and no bump mapping? Makes it easier to tell if you're using too many polygons.
Re: Cannon models (light, medium and heavy). Request to join
A wireframe render
As you can see, the shape is quite basic, which is neccesary if you want to create something with just over 100 tris.
All the detail is baked from the hi-poly model (which has around 35000 tris, thanks to the subsurface subdivision )
As you can see, the shape is quite basic, which is neccesary if you want to create something with just over 100 tris.
All the detail is baked from the hi-poly model (which has around 35000 tris, thanks to the subsurface subdivision )
-insert deep philosophical statement here-
Re: Cannon models (light, medium and heavy). Request to join
That's great. I have no feedback at this point; it's perfect so far.
Re: Cannon models (light, medium and heavy). Request to join
The lancer looks awesome!
I'm just curious though, do you plan to revise the cannons still, or release them as they are now? Despite all the criticism (because we care ) I really would like to see/use those ingame!
I'm just curious though, do you plan to revise the cannons still, or release them as they are now? Despite all the criticism (because we care ) I really would like to see/use those ingame!
Re: Cannon models (light, medium and heavy). Request to join
Don't worry The cannon models will be included, I've sent them to mangust and he'll tweak them a bit before exporting them I think. Since modelling is what I'm best at I thought I'd concentrate a bit on that so that people have something to make textures for
Olrox is doing most of the texturing right now but if you want to have a go at one of my models, just pm me an I'll send you the lightmap and uv layout. If it's good, we might use it, if it's creative, we may use elements from it.
Olrox is doing most of the texturing right now but if you want to have a go at one of my models, just pm me an I'll send you the lightmap and uv layout. If it's good, we might use it, if it's creative, we may use elements from it.
-insert deep philosophical statement here-