Models by Jorzi (AR)

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

Post by Jorzi »

Thank you all for the encouragement :)
Kuky is right, the grey one is 8292 triangles (multiplied by 16 by the subdivision surface modifier for a total of ~130000) while the white one is 98 triangles and all the detail is in the texture.
@ Rman: Steampunk? Hmm.. I've always liked steampunk and I have made some models of that style before. Maybe I'm still a bit affected by that style, although I'm going for a more hi-tech look with these models... Still, glad that you like it :)
@ Corporal Punishment: Thanks, I wanted it to look like it was acually meant to be able to rotate, not like some kind of static module on top of the tank body.
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Black Project
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Re: Models by Jorzi (AR)

Post by Black Project »

Jorzi wrote:The grey one is 8292 triangles (multiplied by 16 by the subdivision surface modifier for a total of ~130000) while the white one is 98 triangles and all the detail is in the texture.
:shock: Wow 130.000 polygons, that's real impressive for a highly detailed turret. :shock:

Hey Jorzy, how much time you take to complete all those high-poly models and the low-poly ones? Which tools you use to model & texture. I'm curious now :) 8).

Regards BP
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n2large0shirt
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Re: Models by Jorzi (AR)

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I really like it! It seems much more compact than the original, and the iris on the lens adds some (i think needed) appearance of thoughtful armoring to the turret. The original, with all of its exposed parts looked so fragile.

Great work! On all of the models i might add, i have been lurking around for a few months here and watching your new models with building anticipation of their release. You have real talent!


~stupid question: Do you know if the animation of the targeting laser will be changed as well? The original (with the blue arcs) always gave me the impression that it was shorting out or something of that nature.
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Jorzi
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Re: Models by Jorzi (AR)

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@Black Project I use blender for most stuff and a bit of gimp to touch up and resize the textures. It's hard to say how long it takes to make a model, I mostly work on it when I get inspired. Once you get familiar with the program the modeling is very intuitive and the hardest part of making a model is actually coming up with designs and details that are logical and work well together.
If I work actively all the time I can propably get a model done in 3-5 hours.
@n2large0shirt: Glad you like my designs, I do try to make things look like they're actually armored and not looking like some sort of hi-tech equipment exhibition. Still, sometimes you just need to add gadgets to prevent the models from looking too boring.
About the firing animation, it's a good question actually. Maybe we will come up with something a bit different, like an energy field or something. Hard to say since i have not looked into animations and stuff yet.
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n2large0shirt
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Re: Models by Jorzi (AR)

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I would really like to help with all of this... but im afraid that i am too dense and not artistic enough to do anything with modeling or animation...
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MaNGusT
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Re: Models by Jorzi (AR)

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n2large0shirt wrote:I would really like to help with all of this... but im afraid that i am too dense and not artistic enough to do anything with modeling or animation...
http://artrev2100.sourceforge.net/forum ... 19&start=0 :)
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Jorzi
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Re: Models by Jorzi (AR)

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n2large0shirt wrote:I would really like to help with all of this... but im afraid that i am too dense and not artistic enough to do anything with modeling or animation...
as mangust said, our most urgent need right now is textures.
we also appreciate any 2d/concept art, so if you have ideas for designs or details, please let them out in any way that fits you (2d/3d/why not even text?)
If you want to try out 3d, there are free programs like blender(very advanced, almost comparable with 3ds max/maya) or google sketchup (which is easy to learn but a bit limited).
Personally I use blender 2.49. The newest is 2.53 but it still has some bugs and is not entirely complete yet (it has a nicer interface though)
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n2large0shirt
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Re: Models by Jorzi (AR)

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I have played with Google sketch up and i agree it is very limited. Some of the only in depth 3d stuff i have done was in the valve hammer editor (map editor) for the original FPS Half-Life. I did enjoy that thoroughly but i wasn't very good at it... I will try some sketches, maybe i can come up with some some mildly helpful 2d isometric\orthographic concept art :D

One of the only things that i have ever been good at is scripting... maybe in my free time i could start looking at examples of hard code and see if i can learn the basics... what is the game written in? I remember reading C++ some ware but Im not sure.
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Re: Models by Jorzi (AR)

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n2large0shirt wrote:what is the game written in? I remember reading C++ some ware but Im not sure.
It is written in C and some C++
Jorzi
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Re: Models by Jorzi (AR)

Post by Jorzi »

Added some minor details and reduced texture size to 256
Considering this one finished :)
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MaNGusT
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Re: Models by Jorzi (AR)

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Jorzi wrote:Added some minor details and reduced texture size to 256
Considering this one finished :)
yeah, awesome, that is enough. :)
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n2large0shirt
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Re: Models by Jorzi (AR)

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Beautiful! Ironically this looks so much more professional than the original model :D

P.S. I downloaded and installed blender, I will try to learn some of it later tonight.
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Re: Models by Jorzi (AR)

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It looks better of course because it's technically superior, but as a modeler I'm really starting to respect the original artists.
Consider that they were making one of the first 3d rts games in history, developing it for platforms like the playstation, which doesn't even have a graphics card (it does everything on its 33MHz RISC processor)

Even their own expensive computers were quite weak, and I'm not even sure they had 3d modeling software (chances are that they made some models in notepad) or if they had a 3d program it was limited to simple vertex coordinate editing and other primitive tools.

The original textures have an indexed palette to save memory, which means the artists could choose a maximum of 256 colors to use. They also didn't have advanced drawing programs like photoshop, so the textures are propably a mix of scanned bits, pixel art and simple renderings.

So yeah, the pretty much made the best out of what they had 8)
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Re: Models by Jorzi (AR)

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Jorzi wrote:It looks better of course because it's technically superior, but as a modeler I'm really starting to respect the original artists.
Consider that they were making one of the first 3d rts games in history, developing it for platforms like the playstation, which doesn't even have a graphics card (it does everything on its 33MHz RISC processor)

Even their own expensive computers were quite weak, and I'm not even sure they had 3d modeling software (chances are that they made some models in notepad) or if they had a 3d program it was limited to simple vertex coordinate editing and other primitive tools.

The original textures have an indexed palette to save memory, which means the artists could choose a maximum of 256 colors to use. They also didn't have advanced drawing programs like photoshop, so the textures are propably a mix of scanned bits, pixel art and simple renderings.

So yeah, the pretty much made the best out of what they had 8)
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n2large0shirt
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Re: Models by Jorzi (AR)

Post by n2large0shirt »

True, i took the age of this game for granted... Regardless, these are the best minimalistic models I have ever seen.

On another note, i was playing for a while today and looking at the old commander animation that i mentioned before (How it appears to be shoring out.) and in game it actually looks like the beam fires from between the uprights instead of out of the lens... is that the purpose of the upright 'antennas' originally?

Also... slightly unrelated to the modeling topic, but i would like to make the suggestion that the beam could have a team color mask.
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