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OLD: Galaxy at War: General Discussion


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#121 Guest_Guest_*

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Posted 10 June 2006 - 12:00 AM

nah the eyes are fine, i think that the face would have been taken from an image ergo the eyes would be in proportion.
I do however have 2 things to say, its about the robes. I think the robe at the back needs to be longer in length almost touching the floor and secondly the lower part of the tunic in front of mauls legs. In the films over the top of the double flap on each side was a single piece of cloth that hung between his legs. Il understand if i norder to keep things moving u decide not to pursue this though.

#122 Cobra

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Posted 10 June 2006 - 12:34 AM

We are sorry about the site, the maker is having difficulty finding time to do it.


my offer is still open i guess....

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#123 Master Windu

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Posted 10 June 2006 - 12:53 AM

Thanks for the comments everybody.

nah the eyes are fine, i think that the face would have been taken from an image ergo the eyes would be in proportion.
I do however have 2 things to say, its about the robes. I think the robe at the back needs to be longer in length almost touching the floor and secondly the lower part of the tunic in front of mauls legs. In the films over the top of the double flap on each side was a single piece of cloth that hung between his legs. Il understand if i norder to keep things moving u decide not to pursue this though.


You have some good suggestions, but in order to keep the polycount down, we have to settle for less accuracy.
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#124 Guest_Guest_*

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Posted 10 June 2006 - 12:59 AM

i understand. Great work though! i love the face its sweet!

#125 Mathijs

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Posted 11 June 2006 - 09:44 PM

I don't think using this guest his comments would increase the poly count much..

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#126 Nertea

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Posted 12 June 2006 - 07:28 AM

You have some good suggestions, but in order to keep the polycount down, we have to settle for less accuracy.


If you're actually worried about polycount, I suggest you look at his hands... I'd actually be interested in knowing the tris count.

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#127 Master Windu

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Posted 12 June 2006 - 03:26 PM

The overall polycount is about 1600.

Any comments on the work? Nertea I would like your input especially on the tunic and cloth, because youre a master at that.

Edited by Master Windu, 12 June 2006 - 03:27 PM.

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#128 Pixel

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Posted 12 June 2006 - 06:31 PM

I think you could go up some more on that poly count. a normal cah model is over 3000.

#129 Cobra

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Posted 12 June 2006 - 07:04 PM

yea but you dont have a mod full of cah's

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#130 Pixel

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Posted 12 June 2006 - 07:10 PM

yea but you dont have a mod full of cah's

Whats that supposed to mean?. How many darth mauls are there? only 1 that i remember.
And im guessing he will be a hero? so it doesnt matter if people play a 5player game and the poly count of a cah is over 3000thats alot of polys if they all buy there cah plus the fact of units aswell and other heros.

#131 Guest_Guest_*

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Posted 12 June 2006 - 08:21 PM

FlameGuard, seriously, a regular hero cannot be 3000. A create-a-hero can. Thats it.

#132 ched

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Posted 12 June 2006 - 08:25 PM

and what's the difference between a CAH hero and a Hero ?

and polycount isn't the major cause for lag, so no worries for a few extra polies
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#133 Pixel

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Posted 12 June 2006 - 08:47 PM

FlameGuard, seriously, a regular hero cannot be 3000. A create-a-hero can. Thats it.

i did not say that what i said if you read correctly is.

a normal hero was 3000 there cah plus the fact of units aswell and other heros.

aka cah+heros+units = alot of polys more than 1600 so i dont think a few more hundred polys on the model will matter tbh.

Edited by FlameGaurd, 12 June 2006 - 08:48 PM.


#134 Artifice

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Posted 12 June 2006 - 09:22 PM

What if he doesn't want Maul to be high poly because he's saving the extra polys for all the droids in the game. There could be many reasons why he wouldn't, but why would he NOT want to make his model/skin better? Come on, you know he has a good explanation that he might not want to release at the moment.

#135 Ø¡¹Fear.

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Posted 12 June 2006 - 10:35 PM

yeah like the uber big-uber detailed-40ft maul thats the special power for the CiS that hes putting in. Wait has he announced that yet?

#136 Master Windu

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Posted 12 June 2006 - 10:44 PM

How about this: once we are in beta stage, if the mod doesnt cause lag, then we will go back and increase the level of detail in a number of things, including Maul.
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#137 Artifice

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Posted 12 June 2006 - 10:55 PM

yeah like the uber big-uber detailed-40ft maul thats the special power for the CiS that hes putting in. Wait has he announced that yet?

Yeah!!! that one!! No you idiot, I wouldn't know, but I think it would be safe to assume there is a logical reason the model is the way it is.

Didn't you claim to be the mapper for this mod? I like your team support.

#138 Nertea

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Posted 13 June 2006 - 06:40 AM

Poly count seems barely an issue, actually, I just realized that we're running massive amounts of 3500 polygon orcs onscreen for RA with no problems:P. Texture size is more critical, alpha channels even moreso.

The cloth is good, in some places it could use a bit more definition, and the guest is right about the innacuracy (SW nerd here :)) The problem I see is that the boots don't look like boots, they may need to stand out more so they look less like skin tight things.

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#139 Guest_Guest_*

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Posted 13 June 2006 - 11:40 AM

the best thing about maul was the Hammer pants he used to wear that were real baggy and were tucked into his boots.
And it was purely a joke about the big maul. I was putting forward a comcical reason for your 'it's like this for a reason' theory.

#140 Master Windu

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Posted 13 June 2006 - 03:23 PM

Poly count seems barely an issue, actually, I just realized that we're running massive amounts of 3500 polygon orcs onscreen for RA with no problems:P. Texture size is more critical, alpha channels even moreso.

Thats very good then, because our clone troopers are about 1150 polys, so they shouldnt lag.

I'll also change the boots, as you pointed out :lol:
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