Models by Jorzi (AR)

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

Post by MaNGusT »

Jorzi wrote:I see what you mean, but I should maybe have mentioned this: The model will be normalmapped. This means that the smoothing is only there to provide good base normals in order for the normalmap not to be too distorted. Same goes for the balloon-like shiny reflections, they're only there in lack of other materials. The most important thing for the lowpoly is defining the silhouette ;)
lol, again and again. :D
only few people here understand your workflow for models, the same as they don't understand why I made flat terrain textures without that crazy shadows of real life fotos that they like. :) I think you should just post the end result. As for low poly, why do you think that oval transport would have less inner space than a bulky one? scale it down by Z and scale up by X, but if it will look weird, I like this one too. :wink:

It seems that people don't like to use google to search some lessons and tutorials about why game artworks should be done in this way and not another. I think we should update wiki or just post some faqs about modeling and texturing workflows, where will be described what means a diffuse texture and how it differs from old wz's textures, why do low poly models have to be smooth, etc. :)
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Re: Models by Jorzi (AR)

Post by Emdek »

MaNGusT, very good idea, let other people to educate themselves easier (if they choose to), also this will help to reduce or eliminate repeating the same things often (including IRC, as such link would be very handy to "recycle" ;-)).
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Re: Models by Jorzi (AR)

Post by Jorzi »

@MaNGusT: yeah, people always understand the end result better, which is not surprising of course, but I still get some useful early feedback on general shape etc. You just have to take into account that some of the comments will be satisfied by the final model.
About space: I meant that you can fit more tanks in a rectangle than in an ellipse of equal area.

But yeah, maybe we need to write down some stuff about how to make models / textures for the new dynamic shading. As MaNGusT said there is a difference between a diffuse texture and a classical unshaded texture.
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Re: Models by Jorzi (AR)

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People, if you have a problem with a post, use the "!" button you see on the upper right corner of a post, and we will deal with it.
Again, stop trying to cause flamewars and stick to the subject at hand.
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Re: Models by Jorzi (AR)

Post by Jorzi »

Some updates. Unwrapped the lowpoly, started working on hipoly, did a test bake.
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Re: Models by Jorzi (AR)

Post by Lord Apocalypse »

really like the look of the high poly model. How many polys and vertices? And what the hard limit the engine can handle for the graphics now anyway?
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Re: Models by Jorzi (AR)

Post by Jorzi »

784 tris currently (I must have looked at the wrong numbers before, it's much lower than I thought). The cool thing is the hard polygon limit has been removed. As I said, my flying saucer worked well despite having over 2000 tris. (started lagging with over 200 on screen simultaneously, althought I have a high-end machine of course, gtx 560 ti and phenom2 x4 965)
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Re: Models by Jorzi (AR)

Post by MaNGusT »

Lord Apocalypse wrote:really like the look of the high poly model. How many polys and vertices?
Jorzi, he talked about high poly model. :wink: but it's the low poly model with ao,nm textures, as far as understand(the right one)? .

I will answer instead of Jorzi, because it's just crazy to answer on the same questions with every new model posted. so... the engine will never(in a near future) be able to handle a high poly models! because:
1) a one high poly model has more polys(~more than 200 000 polys for sure) than the overall limit of the wz's engine - "As I said, my flying saucer worked well despite having over 2000 tris. (started lagging with over 200 on screen simultaneously, althought I have a high-end machine of course, gtx 560 ti and phenom2 x4 965)".


2) Since i.e. the GTX-460 has a performance of about 600 million triangles per second(it's really not that high), if we will put high poly models into the game and if the engine will be modern and fast the result will be like 10 fps or lower. And I must mention that we also need to use gpu resources in shaders, in all kind of textures, in light system, in other graphics stuff.
So we need not more than 20 millions triangles in a gpu "memory" to get 30fps on gtx-460 in ideal. I took numbers from this.

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Re: Models by Jorzi (AR)

Post by Jorzi »

@Mangust: you're right ;) Thanks for explaining. Current hipoly is a bit over 100k but that's irrelevant, since I'm not gonna texture it anyway... Oh and don't worry, i'll fix it :)
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Re: Models by Jorzi (AR)

Post by MaNGusT »

Jorzi wrote:@Mangust: you're right ;) Thanks for explaining. Current hipoly is a bit over 100k but that's irrelevant, since I'm not gonna texture it anyway... Oh and don't worry, i'll fix it :)
Some time ago you gave me high poly model of the wheel and it's over 200k tris with smooth modifier enabled(3x iteration). :)
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Re: Models by Jorzi (AR)

Post by Jorzi »

Worked some more on the front details. Baked lowpoly as usual ;)
@Mangust: Not sure if I gave you a model with one level of subdivision already applied... Anyway, the concept of a hipoly model, regardless of polycount, is of course that you use all your available computing performance if needed, to display/edit a single static model only.
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Re: Models by Jorzi (AR)

Post by Emdek »

Jorzi, very nice, but could you show us view from top?
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Re: Models by Jorzi (AR)

Post by crass »

Jorzi wrote:Worked some more on the front details. Baked lowpoly as usual ;)
@Mangust: Not sure if I gave you a model with one level of subdivision already applied... Anyway, the concept of a hipoly model, regardless of polycount, is of course that you use all your available computing performance if needed, to display/edit a single static model only.
killer model!
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Re: Models by Jorzi (AR)

Post by Jorzi »

@Emdek: as you wish ;)
@crass: thanks :)
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Re: Models by Jorzi (AR)

Post by Emdek »

Thanks, I just wanted to compare shape with current one (I'll hopefully soon find some time to finish my idea to generate comparison sheets using WMIT). ;-)
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But in videos it appears to be more oval, but well, current in game shape (also your model) appears to have a bit bigger capacity. :-)
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