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Re: Modeling with Blender
Posted: 03 Nov 2010, 23:06
by Jorzi
I am also a self-taught 3d modeler and I very much agree that studying shapes and colors is important. Sometimes I even take a picture (with my crappy cellphone camera) if I see something that I find interesting for possible future work.
The golden ratio is of course a good thing to be aware of, although I don't think one should be constrained by it.
I like the power generator, but what it really needs to get to the next level, is some baked hi-poly detail to complement the base texture

Re: Modeling with Blender
Posted: 03 Nov 2010, 23:16
by Remotehorst
That means Warzone supports normalmaps?
Cool. Then i will bake a normalmap for it..
Edit: Now i realize that someone told me before about Normalmapping.

Maybe to much input since the last few days.

Re: Modeling with Blender
Posted: 04 Nov 2010, 11:35
by Jorzi
It doesn't support normal maps (yet). The art revolution team is making normal maps for the models, since they're planned for the future.
However, baking an AO map will give you all the details of the hipoly into an unshaded lowpoly

Just multiply the AO map onto the base texture, it really gives fantastic results.
Re: Modeling with Blender
Posted: 04 Nov 2010, 14:11
by Remotehorst
Ok now i understand. Thanks for the tip i will try it.
Re: Modeling with Blender
Posted: 04 Nov 2010, 23:51
by Remotehorst
Before i told that the Player needs to notice what the specific building does. I thought about that and realized, that a player of Sci-fi games doesnt want to have every think clear. He wants to explore the environment and in the case of a futuristic high-tech Oil-well he is intelligent enough to see what it does.
Lets see it through the players eyes:
"Seems to me my building..
I didnt gave any instructions, but it constantly moves.
Ok, my resources are growing. This must be the building that generates them."
I think its important to swich between players and designers eyes, to see if things are ok.
Its a curse if you always look at things with designers eyes, because it prevents you from having good ideas!
This was the reason why i tried a concept mentioned before. And i like it much more than a outdated oilwell replaced by an outdated oilwell.
116 Verts
73 faces
Greetings
Remotehorst
Re: Modeling with Blender
Posted: 06 Nov 2010, 20:53
by MetalWarrior95
Thats a bit too hi tech oil pump...
Re: Modeling with Blender
Posted: 06 Nov 2010, 21:00
by Remotehorst
Maybe for you..

But not for me. :p
Re: Modeling with Blender
Posted: 06 Nov 2010, 21:09
by macuser
Re: Modeling with Blender
Posted: 06 Nov 2010, 22:34
by MetalWarrior95
Actualy not...Its more like for Combines from half life 2 or those aliens in Halo...
Re: Modeling with Blender
Posted: 06 Nov 2010, 23:02
by Mysteryem
MetalWarrior95 wrote:Actualy not...Its more like for Combines from half life 2 or those aliens in Halo...
Well, no, it's not part of that set, but I think it fits in quite well with them (shape mainly).
Re: Modeling with Blender
Posted: 07 Nov 2010, 20:18
by i-NoD
Remotehorst wrote:
Oh, some new goodie...
It could be a very nice Nexus pump.
Re: Modeling with Blender
Posted: 07 Nov 2010, 20:40
by Rman Virgil
i-NoD wrote:Remotehorst wrote:
Oh, some new goodie...
It could be a very nice Nexus pump.
Indeed, Its very form is suggestive a machine-man composite in a way similar to how the Saguaro of S. Arizona bring to mind the
Green Man of mythic lore as a plant-man composite.
- Regards, Rman
.
Re: Modeling with Blender
Posted: 07 Nov 2010, 22:53
by Per
i-NoD wrote:It could be a very nice Nexus pump.
Seconded. I'd love to see this in campaign for Nexus. It would need to be split into two meshes for animation purposes. If you send me the PIE (or some other format), I can try to write the animation file for it. It would also be nice to have a texture animation blink those lights (they are lights, right?) occasionally.
(On a related note, I am currently starting to work on the graphics renderer again. I may have a lot of stupid questions for you artisty types soon. Bear with me.)
Re: Modeling with Blender
Posted: 08 Nov 2010, 01:19
by i-NoD
Per wrote:It would also be nice to have a texture animation blink those lights (they are lights, right?) occasionally.
That would be a blast!

And a special fx'ed "thump" sound maybe?

Re: Modeling with Blender
Posted: 08 Nov 2010, 18:55
by Remotehorst
Ok in the next few days i will upload the seperated Model with animated lights.
When this is done, im gonna make a custom sound with LMMS.
How do you want to animate it?
I think it looks cool when it moves up slowly and stomps down fast.
With a little time before it moves up again.
I need the timing when it touches the ground. There must be some way to get the animation synchronized with the sound.
Or vice versa?
