Models by MaNGusT (AR)

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

Post by Zarel »

Is there a low-poly version (or a version without bump mapping)? I'd like to see it.
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

Zarel wrote:Is there a low-poly version (or a version without bump mapping)? I'd like to see it.
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220 faces -> left+right side :)
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Re: Models by MaNGusT (AR)

Post by Jorzi »

I think nobody would notice if you would put a simple stretched cube as the wheel mount, saving 12 tris per side ;)
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-insert deep philosophical statement here-
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MaNGusT
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

Jorzi wrote:I think nobody would notice if you would put a simple stretched cube as the wheel mount, saving 12 tris per side ;)
6 tris per side, bottom tris are deleted because are invisible. :wink:
Last edited by MaNGusT on 28 Aug 2010, 21:58, edited 1 time in total.
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KukY
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Re: Models by MaNGusT (AR)

Post by KukY »

If it's going to look like that in the end, why did we talk about the pads?
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

KukY wrote:If it's going to look like that in the end, why did we talk about the pads?
where do you see the pads in the model? :)
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Re: Models by MaNGusT (AR)

Post by KukY »

MaNGusT wrote:where do you see the pads in the model? :)
The bumps on the hi-poly model's armour.
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

KukY wrote:
MaNGusT wrote:where do you see the pads in the model? :)
The bumps on the hi-poly model's armour.
Oh, I will bake them from hi-poly model to low-poly via normals map and AO textures. :)
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Re: Models by MaNGusT (AR)

Post by Zarel »

KukY wrote:If it's going to look like that in the end, why did we talk about the pads?
1. The pads would be baked into the low poly model.
2. The renderer will eventually support bump maps.
MaNGusT wrote:220 faces -> left+right side :)
I think that these should be removed:
these.png
They're a bit detailed for a low-poly.
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

Zarel wrote:I think that these should be removed:
They're a bit detailed for a low-poly.
Common Zarel, these are "gadjets", without them model will look so boring :P
Last edited by MaNGusT on 28 Aug 2010, 22:51, edited 1 time in total.
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KukY
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Re: Models by MaNGusT (AR)

Post by KukY »

Zarel wrote:
KukY wrote:If it's going to look like that in the end, why did we talk about the pads?
1. The pads would be baked into the low poly model.
2. The renderer will eventually support bump maps.
So, the reason is that:"The pads would be baked into the low poly model."
Thanks.
MaNGusT wrote:Common Zarel, these are "gadjets", without them model will look so boring :P
and after the suggestion of Jorzi, the low poly model now have 192 faces. :)
I'm sure textures can cover for that :P
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

I'm sure textures can cover for that :P
okay, there is a compromise - I'll delete the medium "part" but save the back part. :)
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Re: Models by MaNGusT (AR)

Post by KukY »

MaNGusT wrote:
I'm sure textures can cover for that :P
okay, there is a compromise - I'll delete the medium "part" but save the back part. :)
What about the opposite?
The part in back looks strange....
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Re: Models by MaNGusT (AR)

Post by MaNGusT »

KukY wrote:What about the opposite?
The part in back looks strange....
It was in the "Factory" sequence, so I've saved it.
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Re: Models by MaNGusT (AR)

Post by n2large0shirt »

The round thing on the fender of the rear tire could be textured... but i like the semi circle on the running boards. I suppose that the texture could compensate for that... maybe just replace it with a square block or a trapezoid something like that?

~edit~ on closer inspection it already appears to be a trapezoid.
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