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Re: BA model replacements
Posted: 11 Jan 2011, 10:59
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.
Re: BA model replacements
Posted: 13 Jan 2011, 09:21
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.

Re: BA model replacements
Posted: 13 Jan 2011, 20:41
by Petah
very nice, i like
Re: BA model replacements
Posted: 14 Jan 2011, 08:21
by Mr. Bob
K here is the advanced air factory.
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.
Re: BA model replacements
Posted: 14 Jan 2011, 08:45
by manolo_
i think you should something like a radar to make it more specific
Re: BA model replacements
Posted: 14 Jan 2011, 08:56
by smoth
the TEXTURE will probably give that away.
Re: BA model replacements
Posted: 14 Jan 2011, 12:45
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.
Re: BA model replacements
Posted: 14 Jan 2011, 19:01
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.
Re: BA model replacements
Posted: 14 Jan 2011, 23:56
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.
Re: BA model replacements
Posted: 15 Jan 2011, 00:04
by Floris
Whoaaa, keep up the good work, they are awesome!
The airlabs are more like helipads now, it def needs a tower
Re: BA model replacements
Posted: 16 Jan 2011, 08:21
by Mr. Bob
So here is a quick preview of a few of the finished UVWrapped models.

Re: BA model replacements
Posted: 16 Jan 2011, 08:28
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.
I really like the cables on the fusion!
Re: BA model replacements
Posted: 16 Jan 2011, 08:30
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.
Re: BA model replacements
Posted: 16 Jan 2011, 08:40
by MidKnight
b-but normal maps are pretty! Waaaah!
Just kidding, you guys are the modelers here, it's your choice.

Re: BA model replacements
Posted: 16 Jan 2011, 10:06
by smoth
looks great bob, keep it up!
Re: BA model replacements
Posted: 16 Jan 2011, 10:49
by hoijui
yeahh... niiice!!!
Re: BA model replacements
Posted: 16 Jan 2011, 13:19
by manolo_
wow looks really good, i was afraid that you couldnt held up with the modells, but this is all blown away now :)
Re: BA model replacements
Posted: 16 Jan 2011, 15:56
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.
Re: BA model replacements
Posted: 16 Jan 2011, 16:00
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

Re: BA model replacements
Posted: 16 Jan 2011, 17:44
by luckywaldo7
You guys should really start releasing this stuff so people can get to scripting.