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Re: Viper Wheels preview

Posted: 03 Mar 2010, 09:23
by Olrox
Carme Taika wrote: From what I've read about it so-far, Art Revolution is a Mod, not planned to be the core game, correct?
We are making in the best way we can, trying to mantain the original style. We aren't going to even ask to commit what small ammount of models we have right now, because it wouldn't fit the other models as well. I mean, if we are going to ever consider asking the devs to include our models, we are at least having all bodies/all weapons/all structures/all propulsions done, because changing only some models from distinct groups wouldn't be good even if the models are good.

Again, wether the devs are going to accept that as good enough to replace the base graphics in the future, or not, it's up to them to decide, but we aren't even propposing that while at least one of those large groups is finished. Right now me and MaNGuSt are working with bodies, and Colditz is working with structures - at his own pace as we agreed with him.

While we have a only few models from any group, we are keeping AR as a mod, and I doubt that the devs will agree on replacing the original models with them before we make something more complete and well-finished.

AR is not a closed group, but we demand good quality and coherence of any design. It's not a big deal of a project as it is right now, and that wouldn't sound that great to be worthy the effort, but if you really improve your skills and knowledge about the basic needs of a Warzone model, we might consider inviting you to join the team. But that'll require you to have really good skills and be disposed to do a lot of work, and we'd have to agree on inviting new members and all.

I say that not even because I think you'd be interested, I really don't know as it's something completely uncertain. I say that because I want you to know that we can use good artists on our team, but that has a series of requirements.

Anyway, wether if you develop your skills to a very good level or not , or if we get to work together or not, I'll always provide you with a sincere opinion about your work. Because there's no development if you have no sincere, constructive criticism, and that's what I like to provide new artists with.

I ensure you that this model of yours is better than the first models I've posted in this forum (one of the few good things of that server crash is that those ugly things are gone :ninja: ). Actually I had no idea of how to even UV map a model before July, in the past year. And before February, also in the past year, I didn't even know how to edit solids properly in AutoCAD - the only things I used before that was union, subtract, intersect and extrude. And other very basic commands not directly related to 3D, of course...

I know you can improve and I confess I'm curious to see what you are capable of.

~Olrox

Re: Viper Wheels preview

Posted: 03 Mar 2010, 09:40
by Carme Taika
On top of all that, if you remember that WZ2.1k is -open source- a "Mod" you publish could as well be the full game for all you care if you decided to leave, is kinda funny, the source is free, being open; the complete/core game is whatever you make it to be now.

Although there will always be the original vision for the game as it was published by Eidos;
Open source has limitless potential...

More Viper.

Posted: 12 Mar 2010, 08:09
by Carme Taika
So I have here a Viper Chassis that I'm designing, to be closer to the original, while also bringing out the details taking advantage of modern computers capable of processing much more data.

Still working on this here, but I think you'll all agree that it's starting to look better...
I'm designing a rig for the Wheels now.
Render
Render
MGun Viper.png (42.72 KiB) Viewed 7350 times

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Re: More Viper.

Posted: 12 Mar 2010, 11:29
by Gnubond
you could just use framesets to make the wheels turn, possibly under the wheels to create a blank Masch

Re: More Viper.

Posted: 12 Mar 2010, 13:05
by MaNGusT
why do you create a new topic? continue the old one pls. -> viewtopic.php?f=33&t=4902

Re: More Viper.

Posted: 12 Mar 2010, 13:16
by Zarel
MaNGusT wrote:why do you create a new topic? continue the old one pls. -> viewtopic.php?f=33&t=4902
Merged.

Re: Viper Wheels preview

Posted: 12 Mar 2010, 13:18
by Gnubond
Booyah! But the wheels make the top more that I think are useless! not better to play with texture frames? ... should allow the blender to create 2 or 3 pictures with the wheel that moves a little, and appoints them kind 0001.png, 0002.png, etc. ... so the males soul without loss of quality, is well on track to could use

Re: Viper Wheels preview

Posted: 13 Mar 2010, 00:25
by Olrox
Gnubond wrote:Booyah! But the wheels make the top more that I think are useless! not better to play with texture frames? ... should allow the blender to create 2 or 3 pictures with the wheel that moves a little, and appoints them kind 0001.png, 0002.png, etc. ... so the males soul without loss of quality, is well on track to could use
Event-triggered (i.e. when the drid engages movement) texture animation is not yet supported by the current versions. Mesh-animated wheels wouldn't really make a difference, would maybe even look weird depending on how many curve steps you use on them, also.

But for tracks, depending on the design, it would surely be a nice thing to have (because the plates can be clearly visible).

~Olrox

Re: Viper Wheels preview

Posted: 13 Mar 2010, 10:16
by Gnubond
But if you can do it in Blender as animated textures and uv!? But if we used 2 cylinders instead of 4 ways to roll there would be a saving of vertices! enough that in the middle of the cylinder along there is the paint color of monochrome and so it seems that only the wheels revolve

Re: Viper Wheels preview

Posted: 13 Mar 2010, 11:51
by Olrox
Gnubond wrote:But if you can do it in Blender as animated textures and uv!? But if we used 2 cylinders instead of 4 ways to roll there would be a saving of vertices! enough that in the middle of the cylinder along there is the paint color of monochrome and so it seems that only the wheels revolve
Oh my god, did you ever try google translator? I, personally, can't understand the connection between most of your words. For example,
But if we used 2 cylinders instead of 4 ways to roll there would be a saving of vertices!
I can't understand what you meant with "ways to roll". In addition, saving "vertices" wouldn't be anything great, so I presume you meant "faces" there.
Hmmm...
Please, I mean no offense at all: I Just really can't understand.

~Olrox

Re: Viper Wheels preview

Posted: 13 Mar 2010, 12:55
by Gnubond
the attached file! 2 wheels instead of a cylinder with the extremes having designed the wheels

Re: Viper Wheels preview

Posted: 13 Mar 2010, 21:32
by Carme Taika
Gnubond; That's errr... well I don't know what you mean but this here is a finished work I think.
(Except for Textures; I'm going to look into Texturing later)

Enjoy:

(Please download the mesh, it's much better to look at in 3D than simply relying on the preview Screen Capture.)
Screen capture
Screen capture

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Re: Viper Wheels preview

Posted: 13 Mar 2010, 23:28
by bornemix
Gnubond wrote:the attached file! 2 wheels instead of a cylinder with the extremes having designed the wheels
Image
Gnubond is saying that if polycount is an issue when adding separate parts for the wheels, it can be kept to a minimum if they are made as two cylinders spanning through the body instead of 4.

Re: Viper Wheels preview

Posted: 14 Mar 2010, 00:38
by Olrox
bornemix wrote:
Gnubond wrote:the attached file! 2 wheels instead of a cylinder with the extremes having designed the wheels
Image
Gnubond is saying that if polycount is an issue when adding separate parts for the wheels, it can be kept to a minimum if they are made as two cylinders spanning through the body instead of 4.
The wheels doesn't need to be made as geometry and don't need to actually spin - if we have texture animations and a carefully-made model, no one will notice that the geometry is fixed...

~Olrox

Re: Viper Wheels preview

Posted: 14 Mar 2010, 02:20
by Gnubond
bornemix wrote:
Gnubond wrote:the attached file! 2 wheels instead of a cylinder with the extremes having designed the wheels
Image
Gnubond is saying that if polycount is an issue when adding separate parts for the wheels, it can be kept to a minimum if they are made as two cylinders spanning through the body instead of 4.
exact
Olrox wrote:The wheels doesn't need to be made as geometry and don't need to actually spin - if we have texture animations and a carefully-made model, no one will notice that the geometry is fixed...
if you can animate the textures is even better, you only make a body and then to the tracks is perfect