project-navigation
Personal tools

Author Topic: Armor model updates  (Read 40573 times)

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Armor model updates
« Reply #75 on: September 26, 2011, 02:28:08 pm »
/base/models/soldiers/male - Head and body textures are still hi-res.  <--- whats wrong with that?

Waste of resources. Hi-res should go in data_source. If we ever decide to upgrade our model skins to 2048x2048 it's there, but all models should have the same skin size.

Which brings up another question: should our head skins be 512x512 or 256x256? (Can be created in any size. I'm speaking of the file for release.) Either way is fine, but we should be consistent or we will make the low-res stick out more. You can see here how the back head (256x256) looks extra blurry because it is next to the front head (512x512).

Offline Crystan

  • Project Artist
  • Captain
  • ***
  • Posts: 572
  • UFO:AI Lead Sound Artist
    • View Profile
    • http://crysea.cr.funpic.de/
Re: Armor model updates
« Reply #76 on: September 26, 2011, 03:56:09 pm »
Probably release them as a mod on IndieDB? My pc can handle hi-res textures easily, i dont want to stick with blury textures in 2011/12. AI WAND TEH DITAILS!!! ;)

Offline bayo

  • Professional loser
  • Project Coder
  • Captain
  • ***
  • Posts: 733
    • View Profile
Re: Armor model updates
« Reply #77 on: September 26, 2011, 08:13:06 pm »
The head with 256x256 is not so blurry if the head take only few centimeters of the screen.
We never display it so big, then i think it is ok.

Offline Mattn

  • CaveExpress
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4830
  • www.caveproductions.org
    • View Profile
    • CaveExpress
Re: Armor model updates
« Reply #78 on: September 26, 2011, 08:54:30 pm »
for the release we should use 256x256 imo - for the heads - for the body 1024x1024 is ok. the normalmaps for the heads can be higher res

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Armor model updates
« Reply #79 on: September 27, 2011, 03:17:13 pm »
Some quick skins for the male head model. I've also found some two more female head models and one more male head model, so I'll be working on unwrapping them to be skinned as well.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Armor model updates
« Reply #80 on: October 17, 2011, 12:24:39 pm »
Origin, I'm having some trouble with new heads I'm making. I get a wierd effect as seen in the attachment. Did you ever run into this problem while working on your models and if so how did you solve it?

I suspect it has to do with the way I'm exporting the head models as MD2. But not sure what to change.

Offline Crystan

  • Project Artist
  • Captain
  • ***
  • Posts: 572
  • UFO:AI Lead Sound Artist
    • View Profile
    • http://crysea.cr.funpic.de/
Re: Armor model updates
« Reply #81 on: October 17, 2011, 12:31:03 pm »
I love that left female head. Nice hairstyle!

Offline Origin

  • Rookie
  • ***
  • Posts: 59
    • View Profile
Re: Armor model updates
« Reply #82 on: October 17, 2011, 10:53:59 pm »
Good stuff.

I had the same problem when using any kind of transparency in the head texture.

I couldnt find a way to fix it any other way than not using alpha channel in the diffuse texture.
There was some difference when the model was exported to md2 with z-sorting enabled/disabled but it looked messed up either way.

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Armor model updates
« Reply #83 on: October 18, 2011, 12:14:48 am »
Ahh that worked! That's great. I was getting really annoyed there.

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Armor model updates
« Reply #84 on: October 18, 2011, 04:10:15 am »
Zombies from Avatar (they are zombies, so they are not blue :D)

Is it possible to tune nose and eyes on models? Or this is such sort of «troubles»? :)

Offline Crystan

  • Project Artist
  • Captain
  • ***
  • Posts: 572
  • UFO:AI Lead Sound Artist
    • View Profile
    • http://crysea.cr.funpic.de/
Re: Armor model updates
« Reply #85 on: October 18, 2011, 06:08:20 pm »
Yeah, thier noses are really ... well big.

Offline freegamer

  • Rookie
  • ***
  • Posts: 52
    • View Profile
Re: Armor model updates
« Reply #86 on: October 21, 2011, 04:29:09 pm »
Incredible work guys.

Offline Asarhadon

  • Rookie
  • ***
  • Posts: 12
    • View Profile
Re: Armor model updates
« Reply #87 on: October 21, 2011, 07:30:06 pm »
why did you make models so low-poly? :( If you add at least +500 triangles, then the model will look much better and the animation is without wrinkles.
How many triangles in the models now?

In fact, little has changed if you do not make the model "for the future." Modern computers (even those which are already 3-4 years old) working in 50 times more polygons than any of the existing locations in the game.

PS: Im speak English very bad so excuse the mistakes.


Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Armor model updates
« Reply #88 on: December 24, 2011, 11:32:42 am »
I always thought that the armor needed some shin and forearm protection. TI kinda looks..off to ma. dunno why exactly, maybe it's the way the uniform endings at the arms/legs are modeled or something... Perhaps it would look better with cammo?

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Armor model updates
« Reply #89 on: January 28, 2012, 05:43:01 pm »
Found a way to export UV-mapped low poly meshes with MakeHuman, so this task got a lot easier. Here are a few I did today and yesterday. Once I've done the same for the men we should have enough heads to integrate these things.