Models by Jorzi (AR)
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Goth Zagog-Thou
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Re: Models by Jorzi (AR)
Here's my take on it.
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Jorzi
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Re: Models by Jorzi (AR)
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)
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)


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Jorzi
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Re: Models by Jorzi (AR)
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.
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.
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MaNGusT
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Jorzi
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Re: Models by Jorzi (AR)
My revision based on goth's design 
128 triangles
128 triangles
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lav_coyote25
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Re: Models by Jorzi (AR)
that look good.
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Corporal Punishment
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Re: Models by Jorzi (AR)
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
Flavius Vegetius Renatus, De re militari
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lav_coyote25
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Re: Models by Jorzi (AR)
better purchase some better glasses. it looks a whole lot better than the original. 
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Buginator
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Re: Models by Jorzi (AR)
He is still here, just not here, in the forums right ?lav_coyote25 wrote:yeah! is too bad he isnt still here... oh well.
and it ends here.
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Jorzi
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Re: Models by Jorzi (AR)
You mean like this?
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Corporal Punishment
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Re: Models by Jorzi (AR)
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.
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Qui desiderat pacem bellum praeparat
Flavius Vegetius Renatus, De re militari
Flavius Vegetius Renatus, De re militari
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Goth Zagog-Thou
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Re: Models by Jorzi (AR)
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.
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Slye_Fox
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Re: Models by Jorzi (AR)
I think the engine should be upgraded so it can handle more polys per unit.
Then you could make stuff like this;

3710 polys.
Then you could make stuff like this;

3710 polys.
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MaNGusT
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Re: Models by Jorzi (AR)
don't think that it's necessary for warzone. no one plays at such zoom level.
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Jorzi
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Re: Models by Jorzi (AR)
@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
@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


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