
As always, c & c appreciated... and if any of the movers & shakers would like a higher res png (1.5 megs), I can email it.
Thanks!


You can attach up to 5 MB on your forums post.if any of the movers & shakers would like a higher res png (1.5 megs)
I suppose, considering the ultra-low poly nature of the originals, that there is a bit of interpretation there... I had always "seen" the Scourge units as tubular launchers, like a TOW rocket barrel or something, with red "stand back" markings on the business ends. But of course, there's about 400 times as many poly's in this version -- so I had to make a bit of it upRider wrote: ... wasn't the red end on the turret supposed to be the rocket 'head' rather then the end of the barrel?



* Hmmm.... doesn't sound like you the way you phrased that.cathuria wrote:
Just in case anyone gives a hoot...
here's a closer-upper of my designs for the LC bunker and Scourge turret...

We had that on IRC yesterday. The idea was to reduce the polycount of the model a lot and render the highpoly details into a texture, as far as that is possible. To make it look really good some sort of bumpmapping would probably be needed...Rman Virgil wrote: * It would be something special to see your work in-game & not just as backdrops, wallpapers or concept art.
* What are the chances of that happening ?
Sounds like you're describing normal mapping.DevUrandom wrote: We had that on IRC yesterday. The idea was to reduce the polycount of the model a lot and render the highpoly details into a texture, as far as that is possible. To make it look really good some sort of bumpmapping would probably be needed...
Maybe for 2.2 we'll have these in.![]()


Or parallax mapping or whatever...Kamaze wrote: Sounds like you're describing normal mapping.
Or a bit of all of the above.DevUrandom wrote: Or parallax mapping or whatever...