Re: SWBF Series Model Showcase Thread v4.0
Posted: Sat Jan 09, 2010 4:45 pm
Nice one.
I really thought you gone crazy by viewing the first wireframe.
I really thought you gone crazy by viewing the first wireframe.
Get more from your games!
http://www.gametoast.com/
*sighs* if only...FragMe! wrote:
Wireframe
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For AO you only need to UV the lowres. Also it uses the ambient light in XSI to do the occlusion. XSI help explains it better. So in ultimapper just choose to create an AO (ambient occlusion) and then under the advanced tab you can adjust the amount of detail, as well as adjust the tangent map which helps to remove sharp transitions,look at the model in shaded mode. You can play with that and see. Word of advice is once you finish generating the desired maps go back into the advanced tab and uncheck the keep tangent box or you will get the colors showing up in your exported model.The Nasal Abyss wrote:FragMe! Would you mind telling me your method for AO? I've been trying to find out how to bake stuff like that. Did you use the same UV's for the High Res Model as the low res>bake AO>use the AO map on the low res model texture? How did you do it?
It would also help to know your light placement for it. One on top? One on top two on the sides? One in back, front, sides, and top?
very acurate to RC keeping the ship missionDarthD.U.C.K. wrote:a 3-part maintenance/techkind tunel inspired from one in RC:the soldiercollision stopped working otherwise its pretty much doneHidden/Spoiler:
edit: forgot posting the wireframe thanks to ace for reminding mehere it is
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That would be great for an ALIENS map.DarthD.U.C.K. wrote:a 3-part maintenance/techkind tunel inspired from one in RC:the soldiercollision stopped working otherwise its pretty much doneHidden/Spoiler:
edit: forgot posting the wireframe thanks to ace for reminding mehere it is
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I dedicate my first post in a looong time to commend you frag me, amazing model.FragMe! wrote:As those who I have forced to look at progress pictures for know, I have been working on the 4th member of the Rebel Special Ops (Spec Op) Unit.
Now I have decided I am far enough along to post some pictures of it.
Here is the Spec Op Marine. This is very loosely based on EP3 Jettrooper, I think the feet and hands are the only thing I haven't changed, everything else has modifications to the base unit or are from scratch models such as the helmet and all the red strap things.
Still have envelope tweaks to do as well as more texture detailing.
Texture is also from scratch (first big attempt at that)
4 Pic xsi viewClose up xsi ViewHidden/Spoiler:Helmet close upHidden/Spoiler:Quick In game shotHidden/Spoiler:WireframeHidden/Spoiler:
Just kidding that was the hires used to create the ambient occlusion here is the lowres oneHidden/Spoiler:
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Well, in my short experience I can tell you that the settings for maps do not only have to test the gameplay, there affects the scale of the models, polygon counts, collisions (if applicable) and other factors to take into account to decide whether the map is ready. Particularly I have taken a long time to perfect the settings in my maps and tell him one thing that takes longer is textured models of environments, like yours, of course, depends on how much detail you want. Good models.The Nasal Abyss wrote:I have a question. My map is going to be made completely out of objects, should I get it all modeled (not textured) and set the pathing and regions and such up and test it before texturing? You know, to see if it plays well. Then just texture it all and replace the mesh, and bam, I have a complete map?