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Viper Wheels preview
Posted: 28 Feb 2010, 14:36
by Carme Taika
-post delete-
Re: Viper Wheels preview
Posted: 28 Feb 2010, 15:31
by Safety0ff
Looks pretty good except for the following areas, they look kind of out of place to me:

- Viper-Wheels-1.png (18.49 KiB) Viewed 7834 times
Though, I'm not sure if the wheel "well" looks that way because of a non-isometric view.
Re: Viper Wheels preview
Posted: 28 Feb 2010, 15:45
by MaNGusT
Re: Viper Wheels preview
Posted: 28 Feb 2010, 16:07
by Carme Taika
-post delete-
Re: Viper Wheels preview
Posted: 28 Feb 2010, 16:13
by MaNGusT
Carme Taika wrote:So I'm going to have to get good at this and it's going to be a competition then, MaNGusT?
Nope, I've just shown you how I imagine a wheels propulsion.

Re: Viper Wheels preview
Posted: 28 Feb 2010, 16:47
by Carme Taika
Safety0ff wrote:Looks pretty good except for the following areas, they look kind of out of place to me:

Though, I'm not sure if the wheel "well" looks that way because of a non-isometric view.
That's the Eyes and Jaw of the Viper...
What I envision is that the Chassis' were named as there are because they're shaped like an animal sorta...
My modelling, though at a poor start right now, I want to keep that element.
Re: Viper Wheels preview
Posted: 28 Feb 2010, 16:50
by Carme Taika
I'm thinking that the Viper Chassis is the head of the snake, and the "Eyes" are open sockets to connect in Ground-Unit Propulsions (Wheels/Tracks)
Re: Viper Wheels preview
Posted: 28 Feb 2010, 17:27
by Rman Virgil
.
Interesting POV.
.
Re: Viper Wheels preview
Posted: 28 Feb 2010, 22:39
by Zarel
I would prefer if someone made a wheels propulsion that looked less similar to the current tracked propulsion.
(Yours also has a bit too many polygons for something that will occupy maybe 20 pixels)
Re: Viper Wheels preview
Posted: 01 Mar 2010, 01:20
by Carme Taika
You forget that the game camera can zoom in and out in saying that it occupies 20 pixels...
also 20 pixels can convey a lot of detail if you let it; the smallest pixels on the edge of a picture zoomed out are really quite noticeable.
On the topic at hand; I did say it was a test model, not even close to a final; it will be revised once I've finished the Truck turret to show it in the form of a completed initial truck unit.
Re: Viper Wheels preview
Posted: 01 Mar 2010, 01:54
by Zarel
Carme Taika wrote:You forget that the game camera can zoom in and out in saying that it occupies 20 pixels...
also 20 pixels can convey a lot of detail if you let it; the smallest pixels on the edge of a picture zoomed out are really quite noticeable.
True, I mean more that it's
usually going to be occupying ~20 pixels.
My point here is that we do not want an excessive number of polygons on propulsions, since units are commonly spammed. Wheels should be octagonal or decagonal, additional detail should be left to the bump map.
Re: Viper Wheels preview
Posted: 01 Mar 2010, 02:18
by Carme Taika
Point taken; I'll put that into effect in my revisions...
Something tells me, after looking through the thread with MaNGusT and Olrox systematically upgrading all graphics;
That I have a high par to meet if I wanna see my models in-game.
Re: Viper Wheels preview
Posted: 01 Mar 2010, 10:40
by MaNGusT
Zarel wrote:Wheels should be octagonal or decagonal, additional detail should be left to the bump map.
Bump mapping makes no sense without the use of
smooth groups.

Re: Viper Wheels preview
Posted: 03 Mar 2010, 04:01
by Olrox
Carme Taika wrote:So I'm going to have to get good at this and it's going to be a competition then, MaNGusT?
I don't think it's going to be a "competition" at all, but it indeed looks weird that you work on something that we are already working on. There is quite some interesting discussion in the linked topic that would avoid making things that were already rejected, in your own models.
Anyway, your model has too many polygons, in this level it would be best if you made really high-polygoned models to produce bump-maps for low poly versions, or to make rendered scenes for background or something like that. I didn't like any wheeled propulsion model I've seen so far (not even my own wheel models), but one thing that makes me quite frustrated in yours is the connection to the body - it looks like it will break at any moment, IMO.
As warzone is usually played in medium-far zoom levels, you should make geometry only for things that will be visible at those zoom levels, but not for things that will only be visible at near zooms. Your model has a lot of geometry that'll only be barely visible even at close zooms, when you put textures on it, I think. You should slice those off and make bigger details for geometry, and leave small details to the texture.
Poly counts are more subjective, I'm pretty sure that it's discussed about, with conclusions, in the "models by MaNGuSt topic" as well. I think you could use many ofthe info that's contained in that topic as well. We'll soon leave that one and create a new topic about the AR, with more organized structure and links to updated screenshots on the first page - so that members don't have to search all through the topic to see all the models.
In addition, there's the infamous (just kidding

) "
[Olrox's Hints on Creating Textures & 3D Models]" topic, where you'll find a lot of info on my methods. I'm also open to requests to add new content to the guide, so please post any occasional questions there so that my answers can help all the artwork-producing community!
I hope that this helps you to improve your models - keep up the good work!
~Olrox
Re: Viper Wheels preview
Posted: 03 Mar 2010, 05:43
by Carme Taika
I... well...
From what I've read about it so-far, Art Revolution is a Mod, not planned to be the core game, correct?
But either way; Tanks are designed to be massed, to move their gun to point, smash a target and most likely lose a few along the way, as that's what makes it war, otherwise you may as well be shooting civilians.
But I'll work at bettering myself in the modeling department and see to making progress instead of trying to clash with work that's already been done.