[WIP] - My TA re-modeling and re-design - Page 4

[WIP] - My TA re-modeling and re-design

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

Decent UV mapping and texturing skills are more important than modeling tbh.
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Das Bruce
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Re: [WIP] - My TA re-modeling and re-design

Post by Das Bruce »

Probably not more important, they're links in the same chain, but definitely more sought after.
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

Even people like Yan can make a model
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

rattle wrote:Even people like Yan can make a model
he can make a texture too, but not a very good one, a bad model and a good texture should not exist, becaus your model and texture should be one thing
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Bye rattle :)

Don't really need those kind of comments =)
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Argh
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Re: [WIP] - My TA re-modeling and re-design

Post by Argh »

If it makes you feel better, he's always like that, it's not just you :roll:

As for skinning... meh, don't stress. Get basic work done, lay out the uvs, etc., and go from there. Nobody said you needed to make masterpieces on your first go at this.
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

Argh wrote:If it makes you feel better, he's always like that, it's not just you :roll:
get your flame resistant clothing, quickly! :wink:

rattle, serious he's making models and then you just say, ah models arnt really important, texture and uv is way more important.... :?
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Argh
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Re: [WIP] - My TA re-modeling and re-design

Post by Argh »

What rattle's saying is true. Put rudely, yeah, but that's not to say it's wrong.

The uvmap and the skin end up communicating the model to players. A lousy skin can destroy the most brilliant geometry, but the reverse is definitely not the case. Which is why good skinners are always in very short supply. Modeling's not easy, mind ye- it's sculptural design. But without a skin to complement it, it'll look flat and ugly. It's just the way it goes, I'm afraid.
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Forboding Angel
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Re: [WIP] - My TA re-modeling and re-design

Post by Forboding Angel »

Cremuss wrote:@ Forboding Angel : Take it and do what you wants with it ^^

http://cremuss.free.fr/fodb/files/guard ... ian2.blend
I think i'll add .obj files later, Blender is a 30mb free software, I don't think it's really a problem actually ^^
Do you need .obj or .blend is ok ? =)

I would prefer Obj If possible. Just export the entire object as an obj, no need to UV it, I can do that myself.

Thanks!
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

there are 2 "looks" how it looks, and the shape, and no matter how nice you'd texture it a square would always feel diffrent than a tri, the model is the base of what you have and will have, and is just as important as the texture, you can just ruin everything easyer by making a bad texture.
Saktoth
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Re: [WIP] - My TA re-modeling and re-design

Post by Saktoth »

For spring, you can really use a lot more polygons. Use them EFFECIENTLY, like smoth says, but dont limit detail due to polycount.

TA is 10 years old, you dont need to limit yourself to under 300 or even under 1000. You can have several thousand polygons on the larger/rarer units no problems. You certainly dont need 6-sided barrels.

Anyway, CA is very interested in using any models, but we really need texture artists. We have people capable of producing pretty good quality models, but no textures.

@Treeform: CA can really use those models.
BaNa
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Re: [WIP] - My TA re-modeling and re-design

Post by BaNa »

I love these models! keep up the good work. I hope they get the textures these beautiful models deserve.
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

@ Argh : I'm agree with rattle, but the way he said that is a bit useless for the thread and for the people, in my mind :roll:
But I don't feel bad about what he said, he's just giving his opinion :-)
Moreover, if he is always like that, I'll do my best to ignore it :mrgreen:

@ Saktoth : I'm not a "game engine" pro, but I think I'm just ok about poly counts. Although I think textures, shaders, lighting effects and particules affects 300 time more the frame rate than mesh details but it'll be useless for a RTS to do overdetailed mesh, even if I could set 12sided cylinder instead of 6. So I will continue this way at the moment :)

@ Forboding Angel : Tomorow you'll have it

@ BaNa : thx : )

I've finished 3 mesh now :

Adv solar :
http://cremuss.free.fr/fodb/files/advsolar/render/3.jpg
http://cremuss.free.fr/fodb/files/advso ... /parts.jpg
http://cremuss.free.fr/fodb/files/advso ... es/uvs.jpg

DL :http://cremuss.free.fr/fodb/files/advsolar/advsolar.obj
(blender creates a .mtl file with the .obj one, what's that ?)

Metal extractor :
http://cremuss.free.fr/fodb/files/metal ... der/10.jpg
http://cremuss.free.fr/fodb/files/metal ... /parts.jpg
http://cremuss.free.fr/fodb/files/metal ... es/uvs.jpg

DL :http://cremuss.free.fr/fodb/files/metal ... ractor.obj

Energy storage :
http://cremuss.free.fr/fodb/files/energ ... nder/3.jpg
http://cremuss.free.fr/fodb/files/energ ... /parts.jpg
http://cremuss.free.fr/fodb/files/energ ... es/uvs.jpg

DL :http://cremuss.free.fr/fodb/files/energ ... gystor.obj
Warlord Zsinj
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Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

I agree with cremus. While he could easily go above what he has used for units, he really doesn't need too. Most of these have enough detail, especially for generic static buildings. And as he said, the texture will make up 70% of the unit visuals anyway.
Saktoth
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Re: [WIP] - My TA re-modeling and re-design

Post by Saktoth »

I think the mex and estore look good and are detailed enough (though all those greebles and its still 6-sided... though that looks like an intentional design decision to have it blocky). The e-store is especially stylish and CA can probably use it if it gets a texture (we already have models for both mexes, and the mex is a bit derivative which we want to steer clear of for IP reasons).

The adv solar though, is utterly uninspired. Probably because its based on the origional, which was a totally rubbish model to begin with.

I dont know much about what kind of polycount spring can really handle, but Licho and jK, who do, tell me we could use like 10x what we do with no performance hit. Spherebot has around 1k pollies and you see hundreds of them on screen at once, they dont lag, theres just no reason to use 6-sided cylinders, if we're making new models they might as well look good up close too (though distance recognition is always CA's priority).
Warlord Zsinj
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Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

However, high poly units can often need larger maps to lend enough texture detail to their geometrically detailed elements, which definitely does decrease performance.
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Forboding Angel
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Re: [WIP] - My TA re-modeling and re-design

Post by Forboding Angel »

Spring will render the stuff as being smooth in most cases.
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

What I was trying to say was that everyone can figure out how to make a neat looking model (on the outside) but no one wants to spend time on acquiring the skills you need to produce quality content which is what "we" need.
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SwiftSpear
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Re: [WIP] - My TA re-modeling and re-design

Post by SwiftSpear »

rattle wrote:What I was trying to say was that everyone can figure out how to make a neat looking model (on the outside) but no one wants to spend time on acquiring the skills you need to produce quality content which is what "we" need.
That pidgeon hole's me pretty well. Although, I can UV map fairly decently too.
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

@ Saktoth : Thx :)
I'm just trying to upgrade original mesh, so i try to stay close to the original design (adv solar). But the energy storage is pretty undetailed at the begining, so adding details automaticly modify a lot the design. That's the hard thing of the modeling part : )

@ rattle : What do you mean by "no one wants to spend time on acquiring the skills you need to produce quality content" ?

2 more models done :

Solar :
http://cremuss.free.fr/fodb/files/solar/render/2.jpg
http://cremuss.free.fr/fodb/files/solar/files/parts.jpg
http://cremuss.free.fr/fodb/files/solar/files/uvs.jpg

http://cremuss.free.fr/fodb/files/solar/solar.obj

Guardian :
http://cremuss.free.fr/fodb/files/guardian/render/7.jpg
http://cremuss.free.fr/fodb/files/guard ... /parts.jpg
http://cremuss.free.fr/fodb/files/guard ... es/uvs.jpg

http://cremuss.free.fr/fodb/files/guardian/guardian.obj

Perimeter defense ( lol ... -_- )
http://cremuss.free.fr/fodb/files/peridef/render/1.jpg
http://cremuss.free.fr/fodb/files/perid ... /parts.jpg
http://cremuss.free.fr/fodb/files/peridef/files/uvs.jpg

http://cremuss.free.fr/fodb/files/peridef/peridef.obj
Last edited by Cremuss on 06 Aug 2008, 12:02, edited 1 time in total.
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