View topic - Random WIP 2006-2011



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 Post subject: Re: Random WIP
PostPosted: 12 Aug 2010, 15:54 
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Joined: 19 Aug 2009, 15:09
Location: Sol 3
Made some models.

Image
image large

Still pretty crude in detail. Plus no uv/tex/script, only what you see.
(maybe i'll do something with it some day. Probably not though...)

@aGorm: looks fantastic...


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 00:41 
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Joined: 02 Jan 2008, 21:55
Guessmyname wrote:
Couldn't resist.

Image




Oh god what I would give to see this thing do the hammer dance


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 17:06 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
Image
Image

concept by Warnerator.

wanted something totally scifi, not serious killing machine :D im not sure about 'eye'. also, no specular (yet)


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 18:39 
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Joined: 02 Jul 2008, 06:11
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Looks neat. The blue is a bit too deep/saturated imo and the eye could be more red, but overall looks pretty good.

Edit: also the elbows could come to a sharper point.


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 18:49 
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Joined: 13 May 2008, 15:51
Location: Universe
It's good but try to follow the highlights he placed. If you add some more of those green edges like there are in the concept it really helps to define the shape more.


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 18:54 
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sadly, shape he made is frikkin complicated and whats worse, as all concepts they are not accurate and usually not perfectly similar from each side :<

also this model got already 3k poly so adding more details would be massacre :D


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 20:11 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
Looks good. Fix up the texture a bit, and make sure the tex 2 is really nice so you get a nice glowing killer HAL look.


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 21:06 
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Joined: 13 May 2008, 15:51
Location: Universe
Changing the texture won't change the polycount ;)

There is no way that needs to be 3k. I think you can cut a lot. Wireframe?


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 Post subject: Re: Random WIP
PostPosted: 13 Aug 2010, 21:34 
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Joined: 15 Dec 2008, 15:53
Location: at front, llt pushing
Hoi wrote:
Changing the texture won't change the polycount ;)


lol i know, but changing shape of 'head' would requite more poly. ill show when its 100% done ;p


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 07:05 
Spring Developer
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Joined: 28 Jun 2007, 06:30
Cremuss wrote:
jK, FLOZi > good to know thx. I quickly tried to pick CA's gadget, but it looks likes that different .lua files are used to make normalmaps (like, api_subdir_gadgets.lua, CustomUnitShader/*, etc). What files do I really need ?

yup, you need:
  • api_subdir_gadgets.lua
+ Spring Utilities Extensions:
  • utilities.lua
  • modifications to gadgets.lua to load utilities.lua
  • Utilities folder (not all extensions in it are needed)


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 10:21 
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The S44 one is rather more decoupled:

http://spring1944.svn.sourceforge.net/v ... ision=2821

Though that does cause an issue with select when toggling using /luarules normalmapping. Though I think that might have bene fixed in the new base files for 0.82+.


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 12:32 
BT: Legacy & Spring 1944 Developer

Joined: 21 Sep 2004, 07:25
Location: Needlessly hostile.
herf derf
Image


Attachments:
L1A1_wip1.jpg [24.27 KiB]
Downloaded 2 times
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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 14:08 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Cremuss wrote:
things
Use 3ds to load stuff into upspring, obj is super not good for that, though perhaps you might not have to use upspring at all with Springs new nifty abilities to use different file formats (dont ask me how).

These are utterly, utterly stunning though. Ive never seen a perfectly static base look so good.


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 14:16 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
Saktoth wrote:
Cremuss wrote:
things
Use 3ds to load stuff into upspring, obj is super not good for that, though perhaps you might not have to use upspring at all with Springs new nifty abilities to use different file formats (dont ask me how).

These are utterly, utterly stunning though. Ive never seen a perfectly static base look so good.


thanks,

UpSpring has never really worked on linux, it was working with wine but not anymore with recent version so I just can't use upspring and s3o anymore. Obj is the way :-)

jK > thank you, I'll try soon :wink:


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 16:09 
Zero-K Developer

Joined: 28 Nov 2006, 13:22
Oh so you have managed to import the obj files directly into Spring have you? Thats pretty neat. But there are still problems?

If you are planning on calling the game 'evolve' though, that may have issues with Evolution RTS and War Evo already.


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 16:30 
Skinner / Texturer
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Joined: 28 Oct 2006, 20:38
Location: France
Yep, .obj parser is a new feature of the lastest spring. It's still a bit sketchy but already promising.

About the name, I don't know yet but I like "evolvere". It means "To develop or expand" in latin but it's actually more a codename than the real name.

PS : jK, FLOZi > humm, I tried both CA's and Spring1944's normal mapping implementation but I don't have any normals maps rendered :X
Spring is loading gadgets, no error, everything fines, I don't have any missing files but no normal maps in game. Do you think that it can be because I use .OBJ units and/or .tga textures ?
Code:
uar_solar1.tga
uar_solar2.tga
uar_solar_normals.tga

Am I doing any mistakes ?


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 17:07 
Blood & Steel Developer
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Joined: 25 Aug 2004, 12:31
Location: Has not played *a in years.
Nice FAL spiked, what game is this for?


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 Post subject: Re: Random WIP
PostPosted: 14 Aug 2010, 19:33 
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Cremuss wrote:
Yep, .obj parser is a new feature of the lastest spring. It's still a bit sketchy but already promising.

About the name, I don't know yet but I like "evolvere". It means "To develop or expand" in latin but it's actually more a codename than the real name.

PS : jK, FLOZi > humm, I tried both CA's and Spring1944's normal mapping implementation but I don't have any normals maps rendered :X
Spring is loading gadgets, no error, everything fines, I don't have any missing files but no normal maps in game. Do you think that it can be because I use .OBJ units and/or .tga textures ?
Code:
uar_solar1.tga
uar_solar2.tga
uar_solar_normals.tga

Am I doing any mistakes ?


The gadget works by grabbing the texture name out of s3os, so using OBJ is the problem.

(also with the S44 version the number truncation is commented out (as we have many units like T-34, SU-76 etc which end in numbers) and it only reads texture1, so you'd use uar_solar1_normals.tga, unless you uncommented lines 71-73)


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 Post subject: Re: Random WIP
PostPosted: 15 Aug 2010, 18:01 
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Joined: 08 Sep 2008, 21:59
Location: small cars
can has suggestions of technique to improve the look of these windows?

no specular / bump on this yet, im planning to make the windows very reflective, but i feel theres probably something i can do with the texture to improve their look prior to adding additional maps

Image


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 Post subject: Re: Random WIP
PostPosted: 17 Aug 2010, 03:26 
Skinner / Texturer
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Joined: 21 Nov 2005, 13:40
Location: Winland
SpikedHelmet wrote:
herf derf
Image

Assault Squad? :wink:


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