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Re: Models by Jorzi (AR)
Posted: 22 Jan 2013, 22:28
by Jorzi
A schematic of the tank components as requested by aubergine

Re: Models by Jorzi (AR)
Posted: 22 Jan 2013, 22:32
by aubergine
Awesome, tvm!

Re: Models by Jorzi (AR)
Posted: 22 Jan 2013, 22:39
by MaNGusT
aubergine wrote:Awesome, tvm!

Agree.
btw, why did you choose these colors instead of warzone's?
Re: Models by Jorzi (AR)
Posted: 22 Jan 2013, 23:10
by aubergine
I prefer Jorzi's colours to those used by Pumpkin:

Re: Models by Jorzi (AR)
Posted: 23 Jan 2013, 04:13
by aubergine
BTW, Jorzi's image made me imagine a future in-game interface for the droid designer (and structure designer too, hopefully, one day). Each component would have a PNG blueprint image, and using some simple scripting they'd drop in to place, then when changing components the new choices would slide in as appropriate. I can't wait until we get the ability to script UI stuff, I'm going to go nuts with it.
Re: Models by Jorzi (AR)
Posted: 23 Jan 2013, 06:17
by aubergine
@Jorzi: Any chance of a supertransport (or "B43 Bumble Bee" as I affectionally call it) blueprint, but with all components joined together?
Re: Models by Jorzi (AR)
Posted: 23 Jan 2013, 18:12
by Goth Zagog-Thou
Now we're talking. A new set of blueprints in Jorzi's style for UI elements.

Re: Models by Jorzi (AR)
Posted: 23 Jan 2013, 19:26
by Emdek
Can't such blueprints be generated from actual models by game engine? Or those models won't be detailed enough for such nice effects?
PNG for nearly all models is going to cost
some HDD space.

Re: Models by Jorzi (AR)
Posted: 23 Jan 2013, 19:37
by aubergine
Yeah, I realised that blueprint PNG for all models has one particular achilles heal: any new models that are created will need blueprints creating in same style.
So, hopefully, there is some lighting effect that can be applied to in-game models that will give a similar (although not as glorious) effect. The in-game models are low poly, in other words, not very detailed at all. But perhaps with some image effects (like edge detect maybe?) on their textures, plus lighting effects, we could get something that looks like a detailed blueprint?
Re: Models by Jorzi (AR)
Posted: 23 Jan 2013, 19:57
by Jorzi
Thanks guys

The polycount of these renders is pretty high, 1.4 million tris for the whole set of twin assault cannon python tracks, so no ingame rendering just yet.
That said, it might be possible to pull off some nice glowy edge rendering on the design screen considering that we have separate shaders for it, although I guess it would require a post-processing pass...
@Mangust: I didn't really think that much about the colour theme, just randomly grabbed some blues and cyans and threw them into the mix

B43 Bumblebee sounds nice

I actually just picked the numbers at random

Re: Models by Jorzi (AR)
Posted: 23 Jan 2013, 21:50
by aubergine
Ah, awesome pic

I've put some up at the WZpedia in a new wallpapers section:
https://warzone.atlassian.net/wiki/disp ... Wallpapers
Re: Models by Jorzi (AR)
Posted: 24 Jan 2013, 11:02
by Jorzi
Thanks, the descriptive texts are a perfect touch. I imagined something like that myself, but wasn't sure what to put

Re: Models by Jorzi (AR)
Posted: 24 Jan 2013, 13:19
by MaNGusT
1 mistake. Propulsion -
heavy tracks.
Re: Models by Jorzi (AR)
Posted: 24 Jan 2013, 14:24
by aubergine
Fixed
There were a bunch of other images by ArtRev (full 3D rendered scenes) which would make good wallpapers - anyone have the URLs to them, I can't seem to find them :s
Re: Models by Jorzi (AR)
Posted: 24 Jan 2013, 15:11
by MaNGusT
aubergine wrote:There were a bunch of other images by ArtRev (full 3D rendered scenes) which would make good wallpapers - anyone have the URLs to them, I can't seem to find them :s
viewtopic.php?f=3&t=6816 