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Offline H-Hour

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Village revamp
« on: August 27, 2013, 12:59:48 am »
I've been working on revamping the village map theme. To do this, I'm just taking the existing assets and trying to put them into a more logical layout scheme, add better tactical cover and firing positions, and do a tiny bit of polish on the visuals. I've put up some of the shots at Desura and our Twitter account, but I figured I'd add them here as well.

Offline Crystan

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Re: Village revamp
« Reply #1 on: August 27, 2013, 03:47:05 am »
Seen the shots on desura. You did a great job with that, H :)

Offline AntJam

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Re: Village revamp
« Reply #2 on: August 27, 2013, 12:54:58 pm »
They look spectacular , amazing what a little TLC and some dramatic lighting can do to give a visually interesting (and therefore more satisfying) map. Nice work

Offline Crystan

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Re: Village revamp
« Reply #3 on: August 27, 2013, 01:24:32 pm »
I hope we can get rid of the 90s Cars someday. :D

Offline H-Hour

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Re: Village revamp
« Reply #4 on: August 27, 2013, 01:35:40 pm »
I hope we can get rid of the 90s Cars someday. :D
Hehe, yes. We're not quite in 2084. We're not even in 2013!

Offline kurja

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Re: Village revamp
« Reply #5 on: September 06, 2013, 12:08:29 am »
Hehe, yes. We're not quite in 2084. We're not even in 2013!
Would it be possible to use existing models released under creative commons or the like? There seem to be quite a few models of cars floating around the web, so just a thought..?

Offline H-Hour

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Re: Village revamp
« Reply #6 on: September 06, 2013, 12:23:49 am »
Some cc licenses work, some don't. Feel free to point out any good models you see around.

Offline kurja

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Re: Village revamp
« Reply #7 on: September 06, 2013, 10:22:56 am »
What sort of poly counts would be acceptable? Most models I see around have lots... Here are a few such cars:

intact and wrecked rx-8

a whole bunch of futuristic cars at blendswap:
http://www.blendswap.com/blends/view/26649
http://www.blendswap.com/blends/view/67567
http://www.blendswap.com/blends/view/47642
http://www.blendswap.com/blends/view/20468

...are we already using this forklift?? http://tf3dm.com/3d-model/forklift-21058.html

Offline H-Hour

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Re: Village revamp
« Reply #8 on: September 06, 2013, 12:10:05 pm »
Thanks kurja. These models are cool, but are far too high-poly for us to use. Just one of these cars would probably equal the number of triangles rendered in the entire alien base map. We need low- or mid-range poly counts to be able to use them. The forklift looks like it would have a more appropriate poly count, but I see no license information (our forklift is simpler, and built in radiant rather than a modeler).

Offline kurja

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Re: Village revamp
« Reply #9 on: September 06, 2013, 12:22:16 pm »
Thought as much. As a guideline, what would be an acceptable maximum poly count for a map object such as a car?

Offline Mattn

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Re: Village revamp
« Reply #10 on: September 06, 2013, 12:52:01 pm »

Offline H-Hour

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Re: Village revamp
« Reply #11 on: September 06, 2013, 12:58:27 pm »
IMHO, this list is a little bit out of date. We could probably increase the polygon counts slightly, but I probably wouldn't want to go above 1,500 for a vehicle.

Offline kurja

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Re: Village revamp
« Reply #12 on: September 06, 2013, 01:01:54 pm »
ok.

I came across these, they're neither futuristic nor cc-licensed, but regarding level of detail / poly count, this is what we're looking for, right?

http://www.exchange3d.com/3D%20Model%20of%20Kia%20Rio/prod_4630.html#preview

Offline Mattn

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Re: Village revamp
« Reply #13 on: September 06, 2013, 01:40:07 pm »
yes, but those are not properly licensed ;)

Offline H-Hour

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Re: Village revamp
« Reply #14 on: September 16, 2013, 10:59:17 am »
Here's a new building I built for the village revamp.