View topic - "Freshened Up" TA Units



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PostPosted: 17 Mar 2007, 06:51 
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.. do I have to prattle on again about scale in ta... peewee!=guy in a suit.


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PostPosted: 17 Mar 2007, 06:53 
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Actually, that's kind've the joke, Smoth. It's a girl in a suit. I figured you'd get it ;)


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PostPosted: 17 Mar 2007, 06:56 
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There is something very wrong with that argh...


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PostPosted: 17 Mar 2007, 06:57 
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I wonder if there will ever be anything but lvl1 Arm bots done? :lol:


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PostPosted: 17 Mar 2007, 06:59 
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<shrugs> not from me, I'm just bored and I don't feel like working on my project for a minute.


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PostPosted: 17 Mar 2007, 07:23 
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why doesn't BA use the better quality models used in XTA


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PostPosted: 17 Mar 2007, 08:15 
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Final. So far as I know, this is one of the very few deliberately female characters ever built for an OTA engine, and certainly this has to be the best-painted (although I think that animator whatever-his-name-is wins the all-time best prize for best female walk anim):

ImageImageImageImage


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PostPosted: 17 Mar 2007, 08:27 

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Explains why peewees get raped so much... women are bad drivers.


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PostPosted: 17 Mar 2007, 08:37 
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Something interesting, for those who care:

The skin above is 512.

This is 256 at typical game distances:

Image

This is 128:

Image


Not convinced yet?

How's about at 3X zoom... far closer than most people zoom, unless they're using an oblique camera view and are being silly:

128:
Image

256:
Image

512:
Image


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PostPosted: 17 Mar 2007, 09:16 
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Hahaha that rocks.

Argh wrote:
This is 256 at typical game distances:

Have to admit, this does look like an ordinary peewee from that distance.


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PostPosted: 17 Mar 2007, 09:34 
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Your texture doesn't look like it warrants a 512 so of course downscaling won't result in a loss of detail.

Oy, girl!


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PostPosted: 17 Mar 2007, 09:38 
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I have done the UV map with a 256x256 map in mind this time.


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PostPosted: 17 Mar 2007, 18:53 
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Image
Left 512, right 256...

Image
512, bigger

75% done... hope this is bright enough. :P


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PostPosted: 17 Mar 2007, 19:41 
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Keep the blotches fuzzy. IRL, those are done with spraypaints- they should not have a harsh edge.


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PostPosted: 17 Mar 2007, 20:38 
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That's a 25% noise grayscale image and all I've done is run some filters over it. I'll try it though. I had it more fuzzy before but it was too distractive.


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PostPosted: 17 Mar 2007, 20:39 
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If it's distracting, then use other things to highlight the geometry, like lightening the edges. Lemme see if I can do a quickie...


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PostPosted: 17 Mar 2007, 20:51 
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There ya go... "jungle camo version".

Image


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PostPosted: 17 Mar 2007, 21:51 
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Argh, I think you should add more wear and tear to the whole thing, scratches, chipped paint, dirt.


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PostPosted: 17 Mar 2007, 23:04 
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For something that didnt exist 20 minutes ago freshly built?


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PostPosted: 18 Mar 2007, 01:04 
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Finished... click for bigger pictures.
ImageImageImage
512x512 map

ImageImage
512 vs. 256 map

edit:
ImageImage
Cockpit is in team color now as well.


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