Vehicle Ovehaul Thread

Discussion in 'Art' started by f1r3w4rr10r, Apr 2, 2011.

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Hatch up or down?

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  1. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Have you thought about replaceing those things for lifting the turret and those pipes around the hatch with something not so round? Because the new plates look very brenodi to me but it stands now imo in a stark contrast to the roundish parts of your model.
     
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    yeah good idea
    will consider that

    not sure about the pipes though
    pipes are round by nature (atleast the ones for mounting an MG)
    and the bends on these are already edged
     
  3. Silk

    Silk Mapper

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    Even if it doesn't fuck it up, you'll apparantly lose quality anyway. At least that's what i remember from one of the pages of that site Smithy posted.

    According to that guy the best result for a normal map comes from beveled + smoothed edges.

    Look at point 4 for an example of chamfer vs smoothed edge vs beveled smoothed edge

    http://www.acetylenegames.com/artbymasa/tuts/tut-modeling_for_next-gen_games.jpg
     
  4. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    nah that isnt the point
    what he tells there is basically that the sides of a detail shouldnt be too steep if you want them to show up good in a normal map

    what i was saying is that you can add tris with different measures to an edge and get nearly the same result

    its basically just which method you see it fit to achieve something, there are always different ways

    this whole conversation basically only started because i didnt agree with mayama on using turbosmoothing at the current state of the model to achieve those soft edges
     
  5. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    so i started working on it again after having much other stuff to do:

    i took mayamas advise and transformed it into this:
    [​IMG]

    and i started working on the highpoly cannon:
    [​IMG]
     
  6. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    im a bit busy with other stuff atm but i will continue it in around a week at the latest
     
  7. pickjaoe

    pickjaoe Member

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    looks perdy
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    continued working on the body:
    [​IMG]

    //i forgot: i finished the cannon a while ago and worked further on the ML
    [​IMG]
    [​IMG]
     
  9. Trickster

    Trickster Retired Developer

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    Looking good.
     
  10. PreDominance

    PreDominance Member

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    What's the little guy behind the cannon? That the machine gun? Put some exhaust holes in it.

    Looking pretty too. Now where's out new nfbarn.
     
  11. Smithy

    Smithy Developer Staff Member Administrator

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    [​IMG]
    No longer a barn, and its unfinished. Probably not going to be finished for a while either.
     
  12. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    what do you mean unfinished... thats great. What needs doing?
     
  13. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    for the onethousandthreehundredsixtyeight time:
    -no textures
    -unfinished lowpoly
    -no animations
    -no physbox

    hell everytime someone says "beast" or posts a pic of it, people are gonna ask exactly the same question again and again
     
  14. flasche

    flasche Member Staff Member Moderator

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    welcome to the empires forum, its like that in every thread ^^
     
  15. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    ya but, its till fun to ask...
     
  16. DonMegel

    DonMegel Member

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    Um, lowpoly, done, textures, done, animations...what animations?

    I guess it doesn't have a psybox though...
     
  17. Smithy

    Smithy Developer Staff Member Administrator

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    Commit to svn?
     
  18. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    i can only speak of what i can see on the svn, not on your pc ;P
    we technically got a lowpoly but last time i looked it wasnt that good
    and we need animations for spinning the turret and moving the barrel
     
  19. blizzerd

    blizzerd Member

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    no lol, those are just separate models

    the turret moves and the barrel tilts by using the script to move the model of the barrel and the turret dependant on the frames location

    can we add "more" barrels that tilt dependant on there location? like if you make the little machine gun part of the cannon it will tilt outside the turret model, and look weird, if you make it part of the turret model it wont move at all/look weird aswell

    if you make it a second barrel that moves from the same inputs as the normal barrel does, it will look really good imo, any coder up for that?
     
  20. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    tell me then, why there are several animations in every vehicles folder (uncompiled) which contains the whole moving range of the corresponding parts and why mootant told me to redo those eventually
     

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