Page 9 of 14

Posted: 17 Mar 2007, 06:51
by smoth
.. do I have to prattle on again about scale in ta... peewee!=guy in a suit.

Posted: 17 Mar 2007, 06:53
by Argh
Actually, that's kind've the joke, Smoth. It's a girl in a suit. I figured you'd get it ;)

Posted: 17 Mar 2007, 06:56
by smoth
There is something very wrong with that argh...

Posted: 17 Mar 2007, 06:57
by Zpock
I wonder if there will ever be anything but lvl1 Arm bots done? :lol:

Posted: 17 Mar 2007, 06:59
by Argh
<shrugs> not from me, I'm just bored and I don't feel like working on my project for a minute.

Posted: 17 Mar 2007, 07:23
by hunterw
why doesn't BA use the better quality models used in XTA

Posted: 17 Mar 2007, 08:15
by Argh
Final. So far as I know, this is one of the very few deliberately female characters ever built for an OTA engine, and certainly this has to be the best-painted (although I think that animator whatever-his-name-is wins the all-time best prize for best female walk anim):

ImageImageImageImage

Posted: 17 Mar 2007, 08:27
by DemO
Explains why peewees get raped so much... women are bad drivers.

Posted: 17 Mar 2007, 08:37
by Argh
Something interesting, for those who care:

The skin above is 512.

This is 256 at typical game distances:

Image

This is 128:

Image


Not convinced yet?

How's about at 3X zoom... far closer than most people zoom, unless they're using an oblique camera view and are being silly:

128:
Image

256:
Image

512:
Image

Posted: 17 Mar 2007, 09:16
by rattle
Hahaha that rocks.
Argh wrote:This is 256 at typical game distances:
Have to admit, this does look like an ordinary peewee from that distance.

Posted: 17 Mar 2007, 09:34
by KDR_11k
Your texture doesn't look like it warrants a 512 so of course downscaling won't result in a loss of detail.

Oy, girl!

Posted: 17 Mar 2007, 09:38
by rattle
I have done the UV map with a 256x256 map in mind this time.

Posted: 17 Mar 2007, 18:53
by rattle
Image
Left 512, right 256...

Image
512, bigger

75% done... hope this is bright enough. :P

Posted: 17 Mar 2007, 19:41
by Argh
Keep the blotches fuzzy. IRL, those are done with spraypaints- they should not have a harsh edge.

Posted: 17 Mar 2007, 20:38
by rattle
That's a 25% noise grayscale image and all I've done is run some filters over it. I'll try it though. I had it more fuzzy before but it was too distractive.

Posted: 17 Mar 2007, 20:39
by Argh
If it's distracting, then use other things to highlight the geometry, like lightening the edges. Lemme see if I can do a quickie...

Posted: 17 Mar 2007, 20:51
by Argh
There ya go... "jungle camo version".

Image

Posted: 17 Mar 2007, 21:51
by KDR_11k
Argh, I think you should add more wear and tear to the whole thing, scratches, chipped paint, dirt.

Posted: 17 Mar 2007, 23:04
by AF
For something that didnt exist 20 minutes ago freshly built?

Posted: 18 Mar 2007, 01:04
by rattle
Finished... click for bigger pictures.
ImageImageImage
512x512 map

ImageImage
512 vs. 256 map

edit:
ImageImage
Cockpit is in team color now as well.