Nertea's Model(s)
#241
Posted 17 December 2007 - 12:41 PM
anyways, what are polycounts of those approximately ?
#244
Posted 20 December 2007 - 12:29 AM
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.anyways, what are polycounts of those approximately ?
Edited by Nertea, 20 December 2007 - 12:30 AM.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#245
Posted 20 December 2007 - 02:57 AM
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.
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...
"There is some good in this world, and its worth fighting for!"
J.M.J.
#246
Posted 20 December 2007 - 03:22 AM
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
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 .
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#247
Posted 20 December 2007 - 09:44 PM
#249
Posted 21 December 2007 - 09:14 PM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#250
Posted 09 March 2008 - 04:53 PM
#251
Posted 17 March 2008 - 08:02 AM
Things to note: my proportions do not match the Faramir skeleton proportions.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#252
Posted 17 March 2008 - 10:00 AM
Dain: Arr Nertea: yarrrr Dain: haharrrr Nertea: graaawwwr Dain: oaaaaaaaarr Nertea: .... honk?
#253
Posted 17 March 2008 - 02:28 PM
#254
Posted 17 March 2008 - 10:54 PM
https://www.twitch.tv/vileartist - Yes shameless self-promotion
----------------------------------------------------------------------------------------------------------------------
"Old modders never die, they just fade away" ~ Hostile
#255
Posted 05 June 2008 - 06:04 AM
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.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#256
Posted 05 June 2008 - 07:19 AM
#257
Posted 06 June 2008 - 04:50 PM
#259
Posted 07 June 2008 - 08:38 AM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users