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Modeling with Blender
Posted: 01 Nov 2010, 22:14
by Remotehorst
Hello everyone!
Im modeling with Blender since a few Years now, and i want to provide some eye-candy for Warzone.
I dont have any experience in Modding Warzone, but i am quite good in modeling. I love to make models.
My goal is to make models with more polys that look more realistic and much attention to detail.
I will also try to give it a uniqe look. I mean that every Building and Unit should fit in the environment and vice versa.
My idea is to give Warzone more of a post apocalyptic game. Not a high-tech world like it is now.
When i read the description to warzone, i was interested. But i was a bit disappointed when i see that it looks like all standard high-tech strategy games. I have expected something different when i read "post apocalyptic".
Since it is like it is, i cant change it now. But maybe make a mix of them.
Something like "High-tech post apocalyptic Steam Punk" would be the result. The units and buildings would have a "patched together, rusty, dirty and stranger" look
And i think this would also give the Player a new experience and would be something new and tasty.
The Player should say "This is my Command-Center! Is'nt it cool?!!"
For the moment, i cant show you any of my skills, because my system crashed completely and i use ubuntu since a few weeks.
But if somebody tells me to make a model for some unit or building, i will start with it once i got time.
So how can i assist you with my abillitys?
Greetings
Remotehorst
Re: Modeling with Blender
Posted: 01 Nov 2010, 22:21
by JDW
Welcome!
I have no suggestions for a particular model/structure at the moment. But hey, welcome again!
Regards,
JDW.
Re: Modeling with Blender
Posted: 01 Nov 2010, 22:22
by macuser
Great, our team (art revolution) has similar goals namely:
1. remake the models adhering to the original design
2. improve the model quality
3. improve the texture quality
I currently do not use blender (am interested in it though) but another of our group (jorzi) does.
If you would like to join our group we would first have to look at you work but we need all the help we can get.
modeling guidelines:
1. each weapon, body, propulsion, building etc needs it's own model
2. for body's propulsions and weapons the max amount of polygons is around 150 to make up for this we are using normal maps which should be implemented soon and ambient occlusion maps in the textures
3. buildings can have more polygons
if you modeled for us you would not have to worry about getting your models in-game once you made them we would put tem in the Artrev mod when we release the next version
you can find out more info about us at our website
http://artrev2100.sourceforge.net
-regards macuser
Re: Modeling with Blender
Posted: 01 Nov 2010, 22:34
by Remotehorst
Ok sounds great!
So please give me a random instruction for a quick model, and i will make it right now.
Then you can see my abilitiys.
Like i told, i dont got any pictures right now. But i will make a speedy if you tell me what to build.
(I will make a raw model with blend-textures first. Means no uv-mapping and only blender internal textures)
Re: Modeling with Blender
Posted: 01 Nov 2010, 22:38
by macuser
don't worry about the textures if you don't want to mess with those don't mess with them

. for ideas on modeling wz2100 models look at this topic
viewtopic.php?f=33&t=4245&start=15 . About a model.... why not try the oil well. i'm excited to see what you've got.
-regards macuser
Re: Modeling with Blender
Posted: 01 Nov 2010, 22:44
by Remotehorst
Ok
Just one question.
With oil well...
Do you mean the Pumping thingy?
Or do you mean the thing that is in the ground where the oil comes out?
Sorry, but my english isnt so good.

Re: Modeling with Blender
Posted: 01 Nov 2010, 22:47
by JDW
@ macuser: Nice sales pitch

Re: Modeling with Blender
Posted: 01 Nov 2010, 22:50
by Remotehorst
I dont got problems with texturing. A Modeller without texturing skills isnt a modeller in my opinion.
But it was just about a speedy, wich means i got maximum 1 hour till i finished the model.
Detailed Textures can be made later on, if the model is good enough for putting it in the trunk.
Re: Modeling with Blender
Posted: 01 Nov 2010, 22:57
by macuser
Re: Modeling with Blender
Posted: 01 Nov 2010, 23:00
by Remotehorst
Ok, then i will begin right now..
Re: Modeling with Blender
Posted: 02 Nov 2010, 00:09
by Remotehorst
Here is version 01a of the oil well.
Maybe this looks as old as the original oil wells, but i didnt have the time to make a new concept that looks a bit more futuristic.
The textures are just quick and dirty and not final.
The mesh got 428 verticies, but it can be reduced a bit, if i remove the bottom faces and some of the faces that are clipping inside other parts of the mesh. (maybe about 80 verts could be removed)
Edit:
I also got the idea to make a kind of Pipeline that goes around the well.
After all the oil gots to flow somewhere. But this would cost about another hundred verts.
I think it would look much better then.
Re: Modeling with Blender
Posted: 02 Nov 2010, 00:12
by MetalWarrior95
Well you could make like a pipe that goes in and out or just something like from Half Life 2...Those things that rams on the ground and scares antlitions or antilions... ???

Re: Modeling with Blender
Posted: 02 Nov 2010, 00:15
by macuser
nice model

IMHO you could add the fence like ingame and you should remove the base because in the game you just provide a png and it will use that as the baseplate. but overall nice highpoly model

i'll ask the rest of the team and see what they say
-regards macuser
Re: Modeling with Blender
Posted: 02 Nov 2010, 00:17
by Remotehorst
Very interesting! Exactly this was my idea.
Looks futuristic and a bit scaring if you hear the sound too, but you cant identify it as a oilwell then.
Maybe we can find a hybrid solution.
Thanks macuser, but i think i could be better if i had a concept.
Edit: Oops.
I compared the model with the standard Oil well. And now i got the feeling that i used about ten times more verts.
Maybe i should reduce it, and my model is much to highpoly?

Re: Modeling with Blender
Posted: 02 Nov 2010, 01:01
by Berg
macuser wrote:nice model

IMHO you could add the fence like ingame and you should remove the base because in the game you just provide a png and it will use that as the baseplate. but overall nice highpoly model

i'll ask the rest of the team and see what they say
The blderick.pie does not have a base plate that is part of the model.
Just info for you.
Regards Berg
PS. The rotating arms if animated will hit your base plate
Note the base is part of the model not separated like other models.