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Nertea's Model(s)


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#241 cahik_

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Posted 17 December 2007 - 12:41 PM

wonderfull modelling and even sharper texturing can i see there :lol: great work :p

anyways, what are polycounts of those approximately ?

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#242 Lauri

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Posted 17 December 2007 - 01:49 PM

their beautifull, evne though I don't know what Supcom is :lol:

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#243 Bart

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Posted 19 December 2007 - 11:19 PM

supreme commander
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#244 Nertea

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Posted 20 December 2007 - 12:29 AM

anyways, what are polycounts of those approximately ?

The small submarine is 1500, the large sub is 2500 and the destroyer is 2300. Texture resolution is 1024x1024, one albedo/team colour texture, another combining specular/bloom/reflectivity, and another tangent-space normal map.

Edited by Nertea, 20 December 2007 - 12:30 AM.

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I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#245 JEV3

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Posted 20 December 2007 - 02:57 AM

I am actually surprised the battleship took less polies, did the big sub have a lot of nooks and crannies? Is it harder or easier to skin submarines and such than stuff in Battle for Middle-earth?

And I can't properly express how amazing those submarines and the previous releases look. Your work makes almost everything else on here look bad. :blink:

one albedo/team colour texture, another combining specular/bloom/reflectivity, and another tangent-space normal map.


... And it might be interesting to know what that means... :crazed:
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#246 Nertea

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Posted 20 December 2007 - 03:22 AM

The sub has a detailed trench like a star destroyer along the side... it also has a detailed propeller assembly and the bridge is fancy. The main reason for the higher count is that all the missile tubes on the dorsal area have modeled hatches, so they can swing open ingame when missiles are fired.

I would say it is equally difficult. Supcom's engine is more powerful, so I don't have to deal with highlights and reflection drawing, only base colours really. On the flip side, unwrapping a model like this takes much longer than a BFME level character, and there are some really bloody annoying texture things mostly involving normal maps that need to be done to make it work right. You basically have to fake smoothing groups with the normal map, as the exporter takes the entire mesh and applies it to one smoothing group, which makes it look horrible.

And... lol, I'll explain the texture bits
Texture 1: "albedo" texture. Albedo in geographical terms is the reflectivity across the entire solar spectrum. It is defined by Kdown/Kup. This is not the same as this one, where albedo just means a standard texture :crazed:
Texture 2: "misc" texture, supreme Commander uses this texture very efficiently. The values in the Red channel (0-255) are how reflective any part of the texture is. The Green channel is the specular map (affects glossiness). The Blue channel defines what areas "glow" and what colour they glow. The Alpha channel is what areas are affected by team colour.
Texture 3: normals texture - to conserve space, Supcom uses a model that says that the x and y domains of a normal map can be used to extrapolate the z. so, where a normal normal map has 3 channels, this only needs 2.

I'll take some ingame screenshots later for people :blink:.

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I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#247 lycan

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Posted 20 December 2007 - 09:44 PM

holy shit nice stuff :p

#248 Master Windu

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Posted 21 December 2007 - 08:57 PM

Nice job :p Don't have Supcom but this certainly looks cool.

What do you use to create your normal maps? Do you paint them or do you use ZBrush?
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#249 Nertea

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Posted 21 December 2007 - 09:14 PM

Height maps, applied to the model and then rendered out to normals using texture baking.

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I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#250 Captain Boromir

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Posted 09 March 2008 - 04:53 PM

OMg! Your the best at modelling.

#251 Nertea

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Posted 17 March 2008 - 08:02 AM

It's a WIP, because I want to show model evolution, but I don't want to write a tutorial right now!

Things to note: my proportions do not match the Faramir skeleton proportions. :rolleyes:

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I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#252 Dain Ironfoot

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Posted 17 March 2008 - 10:00 AM

haha, you did it, you really did it.

Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?


#253 ched

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Posted 17 March 2008 - 02:28 PM

is this you?
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#254 Kwen

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Posted 17 March 2008 - 10:54 PM

:rolleyes:

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#255 Nertea

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Posted 05 June 2008 - 06:04 AM

So, this is 100% accurate to my collection of low resolution and poorly angled references, which means it's probably around 75% accurate to the real thing. It's 750 polygons/1400 triangles and is the PERFECTION of my polygon flow skills as everything is quadrilaterals. Not that it actually means anything for BFME models, in fact it's probably bad... but it makes me happy.

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Oh, and it's the Telmarine soldier from Prince Caspian. I'll skin it sometime later when I get another free day. Mask is still missing as I wasn't sure I could get it spot on yet.

Edited by Nertea, 05 June 2008 - 06:06 AM.

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I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#256 myster

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Posted 05 June 2008 - 07:19 AM

thats just awesome :O

#257 Puppeteer

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Posted 06 June 2008 - 04:50 PM

wow all these models and skins are just perfect! sublime work! how you can achieve these is beyond my comprehension

#258 Shikari

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Posted 06 June 2008 - 06:43 PM

I tried to comprehend it the other day... had to lie down for a bit.

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#259 Nertea

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Posted 07 June 2008 - 08:38 AM

I finished it off today. Still working on the other weapons; I have a crossbow but with the lack of references I'm mostly going by memory, and I don't like it. Banner I have only very blurry pictures so it's also not shown, but it's modeled. I may do the cavalryman at some point - he only needs a change in the vambraces and a neckguard, as well as a new sword.

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I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.


#260 Lauri

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Posted 07 June 2008 - 09:01 AM

So, when is this game coming out...?
I mean, it's superb quality, it's got to be a new game... right? :thumbsupsmiley:

Simply Awesome... really makes me wanna see the movie :mellow:

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