Random WIP 2006-2011
Moderators: MR.D, Moderators
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...
Oh and
PS: Make it into a Mod. Now! ... just do it :)
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...
Oh and
PS: Make it into a Mod. Now! ... just do it :)
http://www.imageshock.eu/?img=suv-t7d1.jpg
This is the first attempt at a model for an upcoming project. No optimization or anything like that done yet. Under 2000 tris.
I know there are like 101 people who have tried this before and failed/disappeared, but the goal for us is to do a redesign of the classic TA units.
The first step is to model them in semi-hipoly and then optimize it down to a playable polycount.
Comments are welcome since we have not worked on game content before, only on commercial hipoly 3d modelling&animation.
This is the first attempt at a model for an upcoming project. No optimization or anything like that done yet. Under 2000 tris.
I know there are like 101 people who have tried this before and failed/disappeared, but the goal for us is to do a redesign of the classic TA units.
The first step is to model them in semi-hipoly and then optimize it down to a playable polycount.
Comments are welcome since we have not worked on game content before, only on commercial hipoly 3d modelling&animation.
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.
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.
For one there is no suv looking unit in TA
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.
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.
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.
see here:
http://www.blender.org/development/rele ... er-baking/
see here:
http://www.blender.org/development/rele ... er-baking/
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).