BA model replacements - Page 20

BA model replacements

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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Re: BA model replacements

Post by Petah »

Good to see more progress, keep it up.

I don't think it matters if models are not quite perfect. I think it is more important to make a complete and consistent set. Then if modifications are needed/desired we can address that later.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Here is the advanced vehicle factory.

It doesn't look as detailed mesh wise, but trust me the texture will make it work.

Image
Image
Image
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Petah
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Re: BA model replacements

Post by Petah »

very nice, i like
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

K here is the advanced air factory.

Image

So, this is the end of the building meshes for the core. Gone well so far I would say. But, before I can do units I have to UVWrap these. After that, we will make our first release out of 4 under a CC license! Hurray!

Now, I have a rather large favor to ask. Would someone mind generating AO ground maps for these after we release them? Would save us loads of time.
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manolo_
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Re: BA model replacements

Post by manolo_ »

i think you should something like a radar to make it more specific
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smoth
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Re: BA model replacements

Post by smoth »

the TEXTURE will probably give that away.
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Beherith
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Re: BA model replacements

Post by Beherith »

I will of course generate you AO ground plates, its the very least I can do. I can generate them straight from the un-unwrapped models, if need be.

If you are still planning on using the 1k by 1k sized texture, I would like to contact you in pm, since I have a plan to greatly increase the fidelity of your stuff.

I would also like to request you please add a radar to the air labs, as they actually have a working one built in in BA.
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

I will of course generate you AO ground plates, its the very least I can do. I can generate them straight from the un-unwrapped models, if need be.
Thanks! Life saver indeed.
If you are still planning on using the 1k by 1k sized texture, I would like to contact you in pm, since I have a plan to greatly increase the fidelity of your stuff.
The texture at the moment is 1024 x 2048. We added 4 big generic plates to be used for buildings. But yeah, by all means feel free to do what you want with it.
I would also like to request you please add a radar to the air labs, as they actually have a working one built in in BA.
The first one has a radar, but I can add one to this one too.
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scifi
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Re: BA model replacements

Post by scifi »

yeah thats the way you should go for, low poly but the texture gives it a nice and charm welcome.

just a sugestion, i know you are trying to remake TA and BA for that mater, but i always liked moving arms when factorys are working.

i mean you can have the nanos inside the building moving around (like in Mr Ds factory animation) but something more animated would go well with it. Anyways looks good ;)

I know you have an opening animation but something that moves while the unit is being built could add some flavour to ir (since its an advanced factory).

cheers and keep it up.

also the aircraft factory, you can think of adding a radar to it, or a control tower.
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Floris
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Re: BA model replacements

Post by Floris »

Whoaaa, keep up the good work, they are awesome!

The airlabs are more like helipads now, it def needs a tower
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

So here is a quick preview of a few of the finished UVWrapped models.

Image
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MidKnight
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Joined: 10 Sep 2008, 03:11

Re: BA model replacements

Post by MidKnight »

ooh, looking nice!

The tarmac on the first factory's looking a little strange, but we won't know how it'll really be like until it's ingame. :P

I really like the cables on the fusion!
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Oh and btw, that pic was rendered without a normal map and it only uses ray traced shadows and overall specularity. (Trying to simulate ingame as best I can.)

I think these models are going to look better on maps with darker shadows. Either way should work though.

Also, I think because of the way the light works in spring, it may be a good idea to just not use a normal map at all. There should be enough detail in the mesh to work well with self shadowing alone.
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MidKnight
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Re: BA model replacements

Post by MidKnight »

b-but normal maps are pretty! Waaaah!

Just kidding, you guys are the modelers here, it's your choice. :-)
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smoth
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Re: BA model replacements

Post by smoth »

looks great bob, keep it up!
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hoijui
Former Engine Dev
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Re: BA model replacements

Post by hoijui »

yeahh... niiice!!!
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manolo_
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Re: BA model replacements

Post by manolo_ »

wow looks really good, i was afraid that you couldnt held up with the modells, but this is all blown away now :)
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Mr. Bob
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Re: BA model replacements

Post by Mr. Bob »

Oh, and I'm sure some of you are wondering wether or not me taking these renders is waisting time. Don't worry, it takes literally somewhere around 20 to 30 seconds to set everything up and render.
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knorke
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Re: BA model replacements

Post by knorke »

(Trying to simulate ingame as best I can.)
best ingame is ingame. Then you could also test with different graphic settings etc...

But the models & textures are really really awesome, as always ;)
luckywaldo7
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Joined: 17 Sep 2008, 04:36

Re: BA model replacements

Post by luckywaldo7 »

You guys should really start releasing this stuff so people can get to scripting.
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