Models by Jorzi (AR)

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

Post by CyclonatorZ »

My gosh, if those are the actual in game models, than color me amazed. Those seriously look better than the graphics of some modern day RTS games. The texture work is simply brilliant. :)
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Re: Models by Jorzi (AR)

Post by Jorzi »

Thank you guys :)
Just to clear things up:
These are actual ingame models, BUT:
Warzone doesn't (yet) support actual shading (normal mapping, specular reflections, dynamic lights).
This means that the models will be using solid textures only, and the shading will look like the command turret python tracks image. (They will have colored textures, but the white tank is a good example of the precomputed shading I use in my textures)
However, in the future, once we have normal map support, they will look just as good ingame.
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Per
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Re: Models by Jorzi (AR)

Post by Per »

Jorzi wrote:Don't worry, part of it will be underground :wink:
By the way, I just added a new PIE flag to master (flag 0x1000, added to the TYPE directive) that specifies that a model should not be stretched to fit to terrain. This should allow us to support both new models with pre-built deep foundations, and old models that need stretching.
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Re: Models by Jorzi (AR)

Post by Jorzi »

That's nice :)
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Wibble199
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Re: Models by Jorzi (AR)

Post by Wibble199 »

Amazing models! :D

Are these going to be in the 3.0 release?
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Re: Models by Jorzi (AR)

Post by Jorzi »

@ Wibble69: Art revolution is a mod project, but one of our goals is to get it accepted into trunk when it's finished ;)

Unfortunately I don't have access to my own computer right now but I've managed to make a texture for the command turret.
I've also been developing my skills a bit on a little model I made for fun, a fully automatic direct-fire mortar (toon style, still work in progress).
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Re: Models by Jorzi (AR)

Post by Mr_E »

is that the gun for a grenader?
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Re: Models by Jorzi (AR)

Post by Jorzi »

@Mr_E maybe it could be used as the hipoly/concept, right now its polycount is more suitable for some kind of fps game.

Started on the hover propulsion, lowpoly 142 tris :wink:
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Re: Models by Jorzi (AR)

Post by Jorzi »

Hipoly is finished
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Per
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Re: Models by Jorzi (AR)

Post by Per »

Gorgeous!

How many polys is the high-poly model?
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Re: Models by Jorzi (AR)

Post by Jorzi »

Thank you :)
Hipoly is around 79k quads, so around 158k tris :wink:
This is of course with subdivision and mirror symmetry enabled. In editmode there are only about 2500 quads to edit, so It's not that extreme :P

Edit: unwrapped and baked
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CyclonatorZ
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Re: Models by Jorzi (AR)

Post by CyclonatorZ »

Oh gosh, that looks so much better than the orginal "paper for engines" model. It's really amazing how much detail those texture bakes add to such simple models. :D
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Re: Models by Jorzi (AR)

Post by LZ compromised »

Damn it, now there's drool all over my keyboard.

Keep up the great work!
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Re: Models by Jorzi (AR)

Post by Jorzi »

Thanks for your kind comments :)

Pretty much finished the textures today ;)
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Per
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Re: Models by Jorzi (AR)

Post by Per »

Those textures are lovely. I must wonder, though, if the lack of team colour mask on the body won't be more glaringly obvious now that the model looks better overall. So is there any good reason we don't use a team colour mask on the body as well?