Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Well Rattle - i m shure you are still willing to practice. But you know this is War - so we take what we have, and if it is good, we want to see it in a Mod - know.
PS: Did you know that there was a Mobile Turret in Battlezone named Rattler
? Pretty Cool Unit and Pretty Usefull, oh and the gunship looks great...
well we would have put twice as many in there if it would not have been a complete mess due to the lines shown. Actuelly we did, but reduced it by half so the screen shot would look nicer :)
I think it is a good excuse. I want to have it look as much as an unit ingame textured as it can during the build process. Due to thiss i prefer the wheels to look terrain style also in the build program, and this is why there are so many sides on the wheels. You know it is actually a minutes work to reduce the polycount in this units wheels to what will be used with it as an spring unit.
but anyway... anything that small those polies are wasted on the wheels like that.
For example(click for textured version):
Is pretty low poly for what it is. However, As big as it is, the legs are still big and low poly but the smoothing combined with the texture create a smoothed over look. The little bumps on your wheels will just be smoothed over in the eyes of the player. trust me, that gundam model has some pretty strong angles that still look round in game. You are wasting polies on a detail that will not be seen at that level of size.
Joined: 16 Sep 2004, 22:20 Location: I FUCK IN SKY
Maybe making a high poly model first and then using it for a basic texture is a good idea? Especially if you like this guy seems, prefer to scetch the unit in high poly first.
Generally the process of taking rendering options and "baking" them onto the texture, often lighting or normals. E.g. what was done to make those graphics in Doom 3.
making kind of does via software what the artist can do with a texture but does it better because it is done with a computer in a systematic approach that a human really cannot achieve.
Hipoly bake also means taking the rendering from a highpoly mesh and projecting it onto a lowpoly mesh. That's pretty effective, look at e.g. the later Final Fantasies (FFX uses a radiosity bake from the looks of it) or any modern game with normalmaps (except for the Halo games, those use handpainted normalmaps).
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