Random WIP 2006-2011 - Page 344

Random WIP 2006-2011

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

Moderators: MR.D, Moderators

User avatar
Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Random WIP

Post by Gota »

cool beans.
Can we see how it looks from gameplay distance?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

I never imagined that this old stuff could look that awesome - and dont forget, knowing behe, once he is happy with his normalprog, this awesomness could become part of every mod, hell even of the source itself so tommorrow will have normalmapping by default. Jawesome? For sure.

Alien VillagehouseVar1, works as a Energy to Metall Converter for the Journeymann, Building is dual use, same model goes for the attrappe.
Image

If you give up on the whole mappers have to place the features on the map concept, and force the player to do that as part of the gameplay mechanics, lazy win is all yours.
Attachments
AlienME_village.jpg
(201.73 KiB) Downloaded 2 times
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: Random WIP

Post by MidKnight »

PicassoCT wrote:I never imagined that this old stuff could look that awesome - and dont forget, knowing behe, once he is happy with his normalprog, this awesomness could become part of every mod, hell even of the source itself so tommorrow will have normalmapping by default. Jawesome? For sure.

Alien VillagehouseVar1, works as a Energy to Metall Converter for the Journeymann, Building is dual use, same model goes for the attrappe.
Image

If you give up on the whole mappers have to place the features on the map concept, and force the player to do that as part of the gameplay mechanics, lazy win is all yours.
Looks good!
It needs more smoothing near the bottom, though.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random WIP

Post by Forboding Angel »

Beherith wrote:I already added code for that, currently its at 45 degrees.
Set it to 65/70 (play around with that a little), that will help a lot.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Random WIP

Post by Beherith »

I might just check if "barrel" in peicename :)
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

Beherith, can you explain in simple terms what exactly you are doing there?
I think I read its normal maps but isnt a normal map a texture created from a high poly model and then that texture is baked onto a low poly version of the model?
So that lighting&shadows look better. Wouldnt you need a higher poly version of that unit?
PicassoCT wrote:give up on the whole mappers have to place the features on the map concept
oh, is that some hidden pun? :/ and i even made the paint guide thing!
And why is there a piece of butter next to the rocket tree?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

As far as i got it- behe is getting his normals from a prog that automatically creates a relative Hi-Res Bumpmap from textures. It can go wrong (taking the landing stripes on the airfield not for paint)

@knorke (before this whole point gets pregnant and gives birth to a drama, like only spring can)
sorry, no knorke it was not a hidden pun, and not aimed at you- the buttercube is a scalecomparisson, showing the size of a spring tree (alien-skyscraper - sioux always had it with heights)

Your guide was good, its just me not having any experience with scripting and programming who messed it up. Its hard to understand - once something is simple for you (like modelling or programming) it is not nessesarily easy for other people. There is not telepathic copy&paste involved with tutorials. Thats why we have so many springmaps (everybody can mess with a bmp) and so little animators (Cobbolds)


Image
PicassoCT wrote:give up on the whole mappers have to place the features on the map concept
This sentence actually refers to the journeyman buildings that look like trees and swamps and flowers and stuff. Its like one of the players has the job of growing a forrest on the map, whil the opposition is building on a megacity.

The reason i never finnished that map was, that the cursed heightmap didnt fit the texturemap, something that has in that way never happend before. I once did rotated the heightmap by 3 degrees wrong in hydraiel - but i never had this problem that only one mountain is so completely displaced, while the remaining camgrid worked fine...
Attachments
upyougolittlefile.jpg
(481.79 KiB) Downloaded 2 times
User avatar
maackey
Posts: 490
Joined: 02 Jul 2008, 07:11

Re: Random WIP

Post by maackey »

I just have to say I really really love those orange/crystal buildings.
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

oooohhh whole city made of these looks sooo OooOOoHHh
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Cookies to who can guess what this is.

Image
Attachments
yoohoo.jpg
(24.33 KiB) Downloaded 2 times
User avatar
Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

3d model.
User avatar
KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

knorke wrote:I think I read its normal maps but isnt a normal map a texture created from a high poly model and then that texture is baked onto a low poly version of the model?
you're exactly right, both about them being normalmaps, and about the purpose of normalmaps.

however, you don't have to do the bake-high-to-low to utilize or generate them. some graphic/shoop programs offer "auto normals" where they take a texture and automagically make a normalmap out of it. also, you can generate normals from a cavity map, which is normally what i do (cavity map being a greyscale texture that corresponds to the relative heights of your texture in the way that a spring heightmap relates to the texturemap)

there are lots of ways to do it, many of which are quite easy, and some of which might even be considered fun
User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Random WIP

Post by SinbadEV »

SpikedHelmet wrote:Cookies to who can guess what this is.

Image
front of a jeep on a placeholder chassis?
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

But they can be bitchy if they come across a texture which is just colour, in which case you have to look on the model itself, where you have to find out how many polygondegrees still have to go together as a round object, and which not. Also camoflouge has not nessescarily to be 3dimensional.

Also cookies, i would guess its amphibious (wasserwanne in german) on tank front is obviously there.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Random WIP

Post by FLOZi »

Pro-tip: It's American and Picasso is right about it being amphibious.
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

Its not one of the funnys, isnt it?
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

It's a camper van.
User avatar
SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Random WIP

Post by SirArtturi »

SpikedHelmet wrote:Cookies to who can guess what this is.

Image
a trash box with break lights :P
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

The netherlands get there own faction in ww2. I thought they were neutral, but my history lessons may have been incomplete, they never mentioned those alliedaliens and the saxonaxis. ;)
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: Random WIP

Post by yuritch »

SpikedHelmet wrote:Cookies to who can guess what this is.
Looks kind of like an M2 Bradley. But yours has wave-deflectors which Bradley lacks as far as I can see on pics. Maybe that's an older version, from before the time amphibious capability was abandoned on it?

Or maybe it's the M551 which does have deflectors, but then the hull shape is wrong or heavily unfinished.
Locked

Return to “Art & Modelling”