Models by Jorzi (AR)
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Jorzi
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Re: Models by Jorzi (AR)
Well, it's not like the tanks would really need to be all monochrome, I suppose, I haven't really seen that as a problem... It's more of a stylistic choice to me...


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macuser
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Re: Models by Jorzi (AR)
@per Yes that has been something that has bugged me too 
BTW GREAT models jorzi
BTW GREAT models jorzi
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
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Olrox
- Art contributor
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Re: Models by Jorzi (AR)
Hey folks (yeah, I've been stalking on this topic
)
But it wouldn't hurt in any way to have slight stripes (one on light bodies, two on medium ones, and three on heavies - four on dragon probably) - this way we have even more practical visual information aggregated to the model, since the player can somewhat more easily distinguish a medium from a heavy or light unit. It is probably common sense that the dragon and wyvern need to be severely desaturated, since the yelling red with yellow looks almost bizarre, so it wouldn't have so much of a conflict with MP team colors. It is a new possibility brought by the enlargement of the texture pages, maybe Pumpkin didn't do that because they had little space to place stripes on their tiny (yet beautifully composed) texpages.
My two cents, they are paragraphs I know, but are still only my two cents about that. Put short and objective, I think the TC on bodies could even improve the visual identity of it, if made with a meaning. But if made only to have something with TC, regardless of any logic, I think it'd be better to steer away from it
Almost needless to say at this time, the model is absolutely great
Best regards for all, and looking forward to... things
~Olrox
It is mainly because the colors on the body are mainly used to easily distinguish the balance of the unit - bluish green is a stronger, slower unit, yellow is a faster, weaker one, gray is overall average, and black is badass as it is stronger and faster. It is a color code that probably the main developers thought to be better used like that, and I would agree that it makes sense.Per wrote:(...) is there any good reason we don't use a team colour mask on the body as well?
But it wouldn't hurt in any way to have slight stripes (one on light bodies, two on medium ones, and three on heavies - four on dragon probably) - this way we have even more practical visual information aggregated to the model, since the player can somewhat more easily distinguish a medium from a heavy or light unit. It is probably common sense that the dragon and wyvern need to be severely desaturated, since the yelling red with yellow looks almost bizarre, so it wouldn't have so much of a conflict with MP team colors. It is a new possibility brought by the enlargement of the texture pages, maybe Pumpkin didn't do that because they had little space to place stripes on their tiny (yet beautifully composed) texpages.
My two cents, they are paragraphs I know, but are still only my two cents about that. Put short and objective, I think the TC on bodies could even improve the visual identity of it, if made with a meaning. But if made only to have something with TC, regardless of any logic, I think it'd be better to steer away from it
Almost needless to say at this time, the model is absolutely great
Best regards for all, and looking forward to... things
~Olrox
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CyclonatorZ
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Re: Models by Jorzi (AR)
Heh, if my suspicions are correct, superheavy bodies are probably way at the back of the to-do-list, along with all of the other technologies that only appear in the multiplayer. Personally, I think the down-the-road redesigns should get rid of the yellow entirely and replace the red with a much darker red - that would do a lot to make them look less cartoony.
Speaking of color schemes, I've noticed a few of the models Jorzi's made that are listed to be "textured" on the sourceforge forums actually need some improvements, IMO. The bombard uses an odd lime green color, and the mini-rocket array uses much brighter colors than some of his more recent models. Correctly alligning these models with the current (and best) colors is a must, if you don't mind me saying so.
Speaking of color schemes, I've noticed a few of the models Jorzi's made that are listed to be "textured" on the sourceforge forums actually need some improvements, IMO. The bombard uses an odd lime green color, and the mini-rocket array uses much brighter colors than some of his more recent models. Correctly alligning these models with the current (and best) colors is a must, if you don't mind me saying so.
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Jorzi
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Re: Models by Jorzi (AR)
Don't worry about teamcolor, I just gave the mask an approximately greenish color to show off which areas will be teamcolored. That is not really part of the texturing, since the texture itself has no color, and warzone will automatically give it the right rgb value ingame 
If you have anything else to comment on, please feel free, I do appreciate honest critique
If you have anything else to comment on, please feel free, I do appreciate honest critique


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Jorzi
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Re: Models by Jorzi (AR)
Did the medium hover yesterday, lowpoly is 150 tris.
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CyclonatorZ
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Re: Models by Jorzi (AR)
Ah, okay. I confess that I don't really know how teamcolor even works in Warzone - I assumed that each texture would have to be recolored individually.Don't worry about teamcolor, I just gave the mask an approximately greenish color to show off which areas will be teamcolored. That is not really part of the texturing, since the texture itself has no color, and warzone will automatically give it the right rgb value ingame
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Jorzi
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Re: Models by Jorzi (AR)
That is no longer the case since the implementation of tcmask 
The bombard texture, for example, looks like this:
The bombard texture, for example, looks like this:
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superpirson
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Re: Models by Jorzi (AR)
wow! the hovercraft looks really sporty. it will look really cool while causing mass destruction. i love the sharp and pointy fan thrust director flaps-totally impractical yet totally sci-fi. keep up the good work!
ps: we should probability use the acronym "ACV", instead of hovercraft. it sounds high tech and it will make us sound smarter.
ps: we should probability use the acronym "ACV", instead of hovercraft. it sounds high tech and it will make us sound smarter.
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MaNGusT
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Re: Models by Jorzi (AR)
too bad that we still don't have right event-based texture and model animation to animate the fans. (
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macuser
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Re: Models by Jorzi (AR)
Actually we do
berg made an animated wheel that stops when the tank stops and starts when it starts
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
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MaNGusT
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Re: Models by Jorzi (AR)
Oh yeah... do you know how it works? I know and for me it's not a right texture animation. He only added event-based but didn't improved quality of animation. Number of frames are still limited to texture space and we don't have an editor to make texture animation, we have to draw a texture and then edit pie file manually. We can't check what we do without launching the game each time we change an animation parameters.macuser wrote:Actually we doberg made an animated wheel that stops when the tank stops and starts when it starts
So... we don't have a texture animation...
And with Jorzi's texture it is impossible to make a texture animation for the fans because of static(AO) shadows. AO for the fans should be rendered separately.
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Jorzi
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Re: Models by Jorzi (AR)
Well, ao wouldn't be a problem since I would propably do it by animating the hipoly and baking every frame...
However, the main reason I don't consider using animation right now, is the time required vs the result achieved.
I think that's what mangust is trying to say too, isn't it?
However, the main reason I don't consider using animation right now, is the time required vs the result achieved.
I think that's what mangust is trying to say too, isn't it?


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MaNGusT
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Re: Models by Jorzi (AR)
I'm glad that you understand me right.Jorzi wrote:I think that's what mangust is trying to say too, isn't it?
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District 9
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Re: Models by Jorzi (AR)
Oh my... Those models are so awesome
I hope they get implemented in the game soon
Hey, could you please edit the main post and get all the images of the work already done? I have showed this game to some friends and most of them liked it, but a few are not convinced that it is really good as it is just because of the visuals, and im gonna send them a link to this thread for them to see how good it is gonna be some day.
Thank yyou everyone, and sorry if my english is wrong or weird at any part(argh, now THAT got weird), im brazillian :p
I hope they get implemented in the game soon
Hey, could you please edit the main post and get all the images of the work already done? I have showed this game to some friends and most of them liked it, but a few are not convinced that it is really good as it is just because of the visuals, and im gonna send them a link to this thread for them to see how good it is gonna be some day.
Thank yyou everyone, and sorry if my english is wrong or weird at any part(argh, now THAT got weird), im brazillian :p