Models by Jorzi (AR)

Improving the artwork in Warzone2100 - not for mod discussions
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: Models by Jorzi (AR)

Post by Goth Zagog-Thou »

Here's my take on it.
medwheel.png
medwheelprop.blend
You do not have the required permissions to view the files attached to this post.
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: Models by Jorzi (AR)

Post by Jorzi »

Hmm, looks more interesting than mine, but I'd like the wheels to be a bit more exposed :)
Btw you can check the triangle count by selecting all faces and pressing ctrl+t, which will triangulate all the quads.
(It may be worth keeping them as quads while you're modeling, though)
ImageImage
-insert deep philosophical statement here-
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: Models by Jorzi (AR)

Post by Jorzi »

Added a brick pattern to my building. Started by making a tileable brick pattern that was simply white bricks with dark lines for mortar. I projected it to the building using a secondary uv layer. Then I baked a mask for stencilling away windows etc from the brick pattern.

I also added a procedural texture to deform the perfectly straight brick pattern slightly. Now I baked the projected, stencilled and deformed brick texture into a new map in the primary UV layer, so that I could paint in the bricks above the door using gimp.

Finally I used the brick texture as a height map and baked it into the main normal map.
You do not have the required permissions to view the files attached to this post.
ImageImage
-insert deep philosophical statement here-
User avatar
MaNGusT
Art contributor
Posts: 1154
Joined: 22 Sep 2006, 10:31
Location: Russia

Re: Models by Jorzi (AR)

Post by MaNGusT »

reminds me a backgrounds from the NES games. :D

EDIT:
Image
crazy oldschool..
Image
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: Models by Jorzi (AR)

Post by Jorzi »

My revision based on goth's design :)
128 triangles
You do not have the required permissions to view the files attached to this post.
ImageImage
-insert deep philosophical statement here-
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Models by Jorzi (AR)

Post by lav_coyote25 »

that look good.
User avatar
Corporal Punishment
Trained
Trained
Posts: 291
Joined: 28 Aug 2009, 12:29

Re: Models by Jorzi (AR)

Post by Corporal Punishment »

Sorry but... no. This looks flimsy and deformed. It has none of the grace and dynamic the original model has. As far as I'm concerned, just keep the overall shape of that, with a straight line running from in front of the first wheel behind the second wheel. Your current design looks just weird. Come on Jorzi, I know you can do better!
Qui desiderat pacem bellum praeparat
Flavius Vegetius Renatus, De re militari
User avatar
lav_coyote25
Professional
Professional
Posts: 3434
Joined: 08 Aug 2006, 23:18

Re: Models by Jorzi (AR)

Post by lav_coyote25 »

better purchase some better glasses. it looks a whole lot better than the original. :annoyed:
User avatar
Buginator
Professional
Professional
Posts: 3285
Joined: 04 Nov 2007, 02:20

Re: Models by Jorzi (AR)

Post by Buginator »

lav_coyote25 wrote:yeah! is too bad he isnt still here... oh well. :(
He is still here, just not here, in the forums right ?
and it ends here.
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: Models by Jorzi (AR)

Post by Jorzi »

You mean like this?
You do not have the required permissions to view the files attached to this post.
ImageImage
-insert deep philosophical statement here-
User avatar
Corporal Punishment
Trained
Trained
Posts: 291
Joined: 28 Aug 2009, 12:29

Re: Models by Jorzi (AR)

Post by Corporal Punishment »

Yes, kind of. I just think there is not much that should be done about the current medium wheels. The model is awesome as it is, I'd just remake it in higher definition. But for all that prefer Goth's approach, I just whipped up a very rough sketch. Notice the symmetry of the rear wheel's guard and how the front wheel guard picks up it's line. The front wheel guard is cut out because that axle would be articulated and it's supposed to be narrower, as your model seems to sport a smaller and narrower front wheel. This way, the design becomes much more decent, I believe. Oh, took the liberty of taking a shot at heavy wheels (left), while I was at it.
You do not have the required permissions to view the files attached to this post.
Qui desiderat pacem bellum praeparat
Flavius Vegetius Renatus, De re militari
User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base

Re: Models by Jorzi (AR)

Post by Goth Zagog-Thou »

That looks fine. Remember that any "circles" that get used add a LOT of triangles to the mix. We keep the count down for a reason. But it looks fine.
User avatar
Slye_Fox
Trained
Trained
Posts: 89
Joined: 03 Jan 2007, 22:25
Location: London, UK

Re: Models by Jorzi (AR)

Post by Slye_Fox »

I think the engine should be upgraded so it can handle more polys per unit.

Then you could make stuff like this;
Image
3710 polys.
User avatar
MaNGusT
Art contributor
Posts: 1154
Joined: 22 Sep 2006, 10:31
Location: Russia

Re: Models by Jorzi (AR)

Post by MaNGusT »

don't think that it's necessary for warzone. no one plays at such zoom level.
Image
Jorzi
Regular
Regular
Posts: 2063
Joined: 11 Apr 2010, 00:14

Re: Models by Jorzi (AR)

Post by Jorzi »

@CP: nice sketches, but I actually kinda like my current version, do you mind if I keep it?
@Goth: They are indeed, but I find 8 vertices to be the minimum for the wheels, especially since they're exposed. Total polycount right now is 128 tris, which means 256 for both sides.
@Slye_fox: a faster engine would always be welcome of course, but, as mangust said, at the current zoom levels ingame my models don't look very polygonal at all
ImageImage
-insert deep philosophical statement here-