[WIP] - My TA re-modeling and re-design - Page 32

[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.

Moderators: MR.D, Moderators

User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

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

Post by smoth »

better is not likely to happen. I plan on doing some snow trees etc but frankly, I think you discount the work that is out there to quickly. In a way it almost seems ungrateful.

Please post some pictures of what you think are good looking trees. I am curious.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

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

Post by SirArtturi »

smoth wrote:better is not likely to happen. I plan on doing some snow trees etc but frankly, I think you discount the work that is out there to quickly. In a way it almost seems ungrateful.

Please post some pictures of what you think are good looking trees. I am curious.
There we go, you feel offended because I requested cremuss to make tree features disregarding and completely discounting others - Not true.
IIRC I've used a lot your features, likewise agorms and spikedhelmets on my maps and felt grateful and pretty satisfied with them same time acknowledging that some compromises needs to be done between quality and performance.

However, in same time, I must agree with myself and the feedback from community, that trees are at large, pretty ugly. So isn't there nothing to be done?

I know you can do it smoth, so why dont you do it? I mean eyecandy trees...

Ps. I edited my post to make images work, hopefully you get the big picture... At least we agree in some way that we lack of snow trees...

Because cremuss let me down, and decided not to participate in this idea, I moved this discussion from aside to own topic.
http://springrts.com/phpbb/viewtopic.php?f=9&t=21252
Last edited by SirArtturi on 03 Dec 2009, 16:07, edited 1 time in total.
User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

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

Post by Gota »

The least pretty one are the snow covered ones IMO.
Maybe at the time they were nice but now they look very outdated and from gameplay distance these trees just look like rocks.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

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

Post by smoth »

yes, the spring generated trees could be better. I even have familiarized myself with that area of the code.

My oak tree sucks, it was one of the first times I did a tree in spring.

spiked and agorm both made better trees than mine.

Why am I not making better trees? because I am one dude, who has a lot to do. I did spend a day last week looking at tree generator software and how it works as I thought about writing some code but then said fuck it.

I am not offended my point was that it just seems really dismissive. For example.... in grts, I have a random tree placer that places agorms trees. The dude made a bunch of shrubs and other tree like stuff, seriously, there are a lot of those little bastards. I know I converted them all to looahs from tee dee eff.

Anyway, yeah I do plan on making the following trees:

tall snowy pine, tall dead pine, tall green pine.

the rest we have.
jeykey
Posts: 136
Joined: 28 May 2009, 16:24

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

Post by jeykey »

whats about trees of some free glest mods?
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

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

Post by SirArtturi »

smoth wrote:yes, the spring generated trees could be better. I even have familiarized myself with that area of the code.

Why am I not making better trees? because I am one dude, who has a lot to do. I did spend a day last week looking at tree generator software and how it works as I thought about writing some code but then said fuck it.

I am not offended my point was that it just seems really dismissive. For example.... in grts, I have a random tree placer that places agorms trees. The dude made a bunch of shrubs and other tree like stuff, seriously, there are a lot of those little bastards. I know I converted them all to looahs from tee dee eff.
Well, now that you mention, spring generated(default) trees could, at least have some randomized size and height variance algorithms. You can do this kind of stuff manually with custom features with tdf. Hows your random placer effecting this?

Spring default trees looks all the same, in size, and therefore highlights the ugliness...
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

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

Post by smoth »

correct, it would be doable.. I played with the code years ago
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

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

Post by FLOZi »

Protip: Treemagik warez
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

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

Post by smoth »

I'll buy it if it is what is needed to make good trees. Is it?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

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

Post by smoth »

Is there any control on polycount? I don't see it?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

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

Post by rattle »

Not very impressive...
Lathan you hear that?
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

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

Post by Guessmyname »

Image
Sorry for the derail but what on earth is happening to the tree on the left? Engine bug?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

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

Post by smoth »

one of the highlight widgets.
User avatar
Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

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

Post by Cremuss »

Hi :mrgreen:

I've got news :-)

First here are some of my lastest work..

Image
Image
Image

Now time for me to think about living and make money. Realising that I was learning pretty fast (at least for me ;)), I had the idea not so long ago to sell my 3d models on internet. I choosed 3docean for his low taxes/fees and hopefully my first model has been approved some hours ago...

http://3docean.net/item/ravager-warrior/82520

I had this idea when I saw some old pics I posted on the very beginning of this thread, and that made me think about how the spring community had helped me. Every coms, every encouragements meant a lot for me during my learning process that I started now.. 1.5 years ago I suppose. So seriously I can't ignore that and I'll continue to do some free stuff for you for sure. so...

T H A N K S everyone :)

I think I'm boring with my ulgy ad so here it is something you may find more interesting :

bulldozer tank xD
Image

hope you like it...
GPL like license

here are the files ( I think saktoth will appreciate the .psd and/or .xcf with every layers so he can re-use this texture more easily for other stuff : p)

http://cremuss.free.fr/files/bulldozer.zip

tell me if everything is wrong with the zip file or anything else..

cyaaaaa
:)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

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

Post by Argh »

Don't forget normalmaps, for anything you want to sell. Brilliant creatures, btw!
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

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

Post by MidKnight »

Firstly: Nice creatures. Have you been playing the Monster Hunter series of games recently? if not, I recommend you try them. Ideas galore. :P

Secondly: It's awesome that you found a way to make money from your modeling. I'm really happy for you. :-)
Giving us lots of free models wouldn't hurt, though. :wink:

Lastly: Bulldozer tank is epic. Your dark style is really intriguing, a little reminiscent of Dead Space. I can just imagine the tank pushing giant loads of trash in some form of futuristic sci-fi wasteland.

Pre-emptive edit: @Argh: Cremuss has been making normal maps for all his models for a little while, now. :wink:
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

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

Post by Argh »

OIC, he just didn't list it in the description; thought that might be useful to buyers.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

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

Post by AF »

cremuss, how long would it take someone to get to that level of skill?
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

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

Post by MidKnight »

AF wrote:cremuss, how long would it take someone to get to that level of skill?
Cremuss wrote:...my learning process that I started now.. 1.5 years ago I suppose...
User avatar
Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

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

Post by Cremuss »

Hi. Thx :)

Argh > thanks ! Yep I'm not forgettin the normal maps, there is one for the ravager warrior. It is written in the desc and is partially showed in the screeshot :)
There is also one for the tank but as spring don't actually use normal maps so much, I didn't write it in the description. The normal map is a little rushed anyway and don't add any volumes so the model will not look so different in spring I guess ;)

MidKnight > thanks :d ! No I didn't play anything else than heroe of newerth and quake3 for months now ... I'm glad you like the tank :D

AF > I started this thread on Aug 01, 2008 and my first unit really sucks. So yeah it took me 1 year and a half to get that but I did other things during this time too (C/C++ learning, zbrush sculpting etc..). So maybe 1 year would be enough.. Modeling is not that hard, but texturing is (at least for me ;)).

'Hope to see ingame screenshots of the tank soon :mrgreen:
Post Reply

Return to “Art & Modelling”