Development > Artwork

W.I.P. Potential new soldier models (Blender)

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Mattn:
mipmaps are autogenerated. different lods would be cool for the mesh. but no, we don't have support for this yet. but once you would do it, i would implement it.

not sure how you can export models from blender. but it would be e.g. possible to export the object wavefront model format with an own group for every lod mesh. it would be even possible to use yourModel_0.md2 yourModel_1.md2 or whatever. I haven't really thought about it yet. But being able to use lod meshes would allow us to use much higher polycount models for zoomed views.

Destructavator:
Crap, I found I had to re-work parts of the model so texturing could work.  On the other hand, I'm learning...

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vedrit:

--- Quote from: Destructavator on March 22, 2009, 04:49:42 pm ---On a related point, I recall how sitters explained how a detailed texture could actually be created from a shot of a complex model, then taking that graphic shot and applying it onto a less-detailed physical or flat surface on a lower-poly model.  (Bayo, is this close to what you were talking about?)

--- End quote ---

It only works so well. Its like putting stickers on a sword, trying to get it to look like an ax. You still need it to look like good, and taking away too many verticies and, well, you get a cube trying to be a sword trying to be an ax...

Destructavator:
OK, I think I've figured out how the texturing works now, this is a *temporary* texture mapped with just one graphic file, I didn't add little details yet.

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Destructavator:
Slightly more work and cleaning up a bit.

At this point I'll also upload the .blend file somewhere for others, and Vedrit, to look at to see if I've screwed up anywhere and really need to fix something, although it still for sure needs more detail added before it can be a final product.

This one also has shoulder patches where a Phalanx logo can go.

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