Star Wars: BattleCry

Development forum for Star Wars: BattleCry
 
HomeHome  CalendarCalendar  FAQFAQ  SearchSearch  MemberlistMemberlist  UsergroupsUsergroups  RegisterRegister  Log in  

Share | 
 

 Stormtrooper

Go down 
Go to page : Previous  1, 2, 3
AuthorMessage
Guest
Guest



PostSubject: Re: Stormtrooper   Wed May 08, 2013 2:24 am

Just to show some progress:

Test bake (need to tweak still)

Back to top Go down
Schlechtwetterfront

avatar

Posts : 446
Join date : 2012-11-05

PostSubject: Re: Stormtrooper   Wed May 08, 2013 3:05 am

Nice. All the problems I can see shouldn't be visible really ingame.
Note that for textures, you shouldn't go over one 2k and if necessary an additional 1k set.
Back to top Go down
View user profile https://sites.google.com/site/andescp/
SharkYbg
Polygon Smith


Posts : 137
Join date : 2012-11-04
Age : 24
Location : Bulgaria

PostSubject: Re: Stormtrooper   Wed May 08, 2013 7:15 am

Good bake. I can suggest using 512x512 for the helmet or 1k for the helmet and 2k for the rest like Ben said. No one will actually look so close to the troopers helmet except for the back but that's no problem. If the bake is good from a reasonable distance then all is fine.
Back to top Go down
View user profile
Guest
Guest



PostSubject: Re: Stormtrooper   Wed May 08, 2013 3:24 pm

Don't worry, this is just a test. I intend on using 1 2048 sheet for the entire model which is what I usually do. Wink

However, I'll see how I go as I might need to seperate the body suit.
Back to top Go down
Guest
Guest



PostSubject: Re: Stormtrooper   Wed May 08, 2013 5:36 pm

Here's the helmet using 1/4 of a single 2048 sheet:



Back to top Go down
Guest
Guest



PostSubject: Re: Stormtrooper   Thu May 09, 2013 3:22 pm

Ok so after looking at the scout's texture files...




Any suggestions welcome. Very Happy
Back to top Go down
Altureus
Lead 3d guns Artist
avatar

Posts : 126
Join date : 2012-11-28
Location : Pilot Hill, CA

PostSubject: Re: Stormtrooper   Thu May 09, 2013 4:10 pm



Your new Stormie is definitely better. It's nearly as good as the real thing, and it's even better than the Force Unleashed one.
Back to top Go down
View user profile
SharkYbg
Polygon Smith


Posts : 137
Join date : 2012-11-04
Age : 24
Location : Bulgaria

PostSubject: Re: Stormtrooper   Thu May 09, 2013 7:56 pm

Amazing O.o

A few suggestions Smile.
Make the goggles black, and make them like they are now greenish but in the specular.
The blue lines should be a little darker and the part in the mouth probably make it striped with grey and black like here:
http://www.starwarshelmets.com/2007/MR_Storm2_14.jpg

Back to top Go down
View user profile
Guest
Guest



PostSubject: Re: Stormtrooper   Thu May 09, 2013 9:02 pm

Thanks. Very Happy

The goggles diffuse is a very dark green, but I think I overkilled the green in the specular. Might just do what you said, but I really need to get this sucker ingame with textures working to really finish the specular. I want a glossy kind of look for the armor in the end. Wink

Those blue lines were such a bitch to texture on, spent at least an hour skewing them to look proper. :\
Back to top Go down
Schlechtwetterfront

avatar

Posts : 446
Join date : 2012-11-05

PostSubject: Re: Stormtrooper   Thu May 09, 2013 9:21 pm

In regards to glossiness, most likely the Scout'll have some more, too. Or at least have some more variation in spec and gloss.
You could try having a gradient of green at the edges of the goggles which becomes black towards the center.

Anyways, good work!
Back to top Go down
View user profile https://sites.google.com/site/andescp/
Guest
Guest



PostSubject: Re: Stormtrooper   Fri May 10, 2013 11:35 am

Thanks. Wink

I have the specular for the goggles working good, black diffuse with full green specular. Tried displacement mapping but I can't get it to work, ah well. Sad

Next to bake the other parts.
Back to top Go down
Guest
Guest



PostSubject: Re: Stormtrooper   Sat May 11, 2013 11:03 pm

Ok so 9,000 tris limit isn't going to work with my Stormtrooper due to all the armor. The best I can get is 11,774 tris though that's really cutting the quality of what a decent engine cryengine should have.

9,000 tris is fairly low for such a decent engine. 14,000/15,000 tris should be LOD0's limit, the extra tris won't hurt anything so long as LOD distance is correctly set along with decent LODs. Team Fortress 2 is multiplayer and has around 15,000 tris limit for LOD0. While not every character model will need this amount, some will come close.
Back to top Go down
Schlechtwetterfront

avatar

Posts : 446
Join date : 2012-11-05

PostSubject: Re: Stormtrooper   Sun May 12, 2013 2:12 am

11 774 is perfectly fine. My recent characters all were ~11.5 k tris so let's define that as the rough LOD0 limit.
I think the specific LOD distance is calculated by the engine depending on how many LOD's the model has (the minimum is 3). It's possible to influence it generally via CVars though.

Where did you get that 14/15k for characters in TF2? That's very high for 2007.
Back to top Go down
View user profile https://sites.google.com/site/andescp/
Guest
Guest



PostSubject: Re: Stormtrooper   Sun May 12, 2013 5:31 pm

Awesome.

Yeah that's what I thought when I saw it. I had a look at the models in the HL2 model viewer and imported them into max for closer study. They are only that high due to extra amount of verts used for facial animation though.
Back to top Go down
Schlechtwetterfront

avatar

Posts : 446
Join date : 2012-11-05

PostSubject: Re: Stormtrooper   Sun May 12, 2013 8:57 pm

If you exported them into Max, then alright, cause I remember that the HL2 model viewer doubled the vert amount.
Back to top Go down
View user profile https://sites.google.com/site/andescp/
Guest
Guest



PostSubject: Re: Stormtrooper   Mon May 13, 2013 4:07 pm

Lol my mind was playing tricks on me, the highest tri count for a TF2 model is 9k.

Anyways, I have to split the stormie into two texture sheets. 2048 for all the armor, 1024 for body suit, holster and anything extra later on like shoulder pad.
Back to top Go down
Guest
Guest



PostSubject: Re: Stormtrooper   Thu May 16, 2013 12:28 am

Update:



Game model + diffuse & normals. Still need to do the specular and get it in Cryengine.
Back to top Go down
Sn1pe

avatar

Posts : 3
Join date : 2013-04-11

PostSubject: Re: Stormtrooper   Thu May 16, 2013 12:38 am

Looks very nice! I can't find any problems with it aside from the spec as you stated.
Back to top Go down
View user profile
joshuarcher



Posts : 15
Join date : 2013-02-05
Age : 103
Location : London

PostSubject: Re: Stormtrooper   Thu May 16, 2013 6:55 am

I agree with the comments, also the dark area below the googles also is rounded on Darth's model and is concave on both the references shown. Great model though buderoo
Back to top Go down
View user profile
Guest
Guest



PostSubject: Re: Stormtrooper   Fri May 17, 2013 12:20 am

Rigged and uploaded to megacloud, should work ingame once Terach has the animations ready. May need a few tweaks, but it will be playable. Wink
Back to top Go down
Sponsored content




PostSubject: Re: Stormtrooper   

Back to top Go down
 
Stormtrooper
Back to top 
Page 3 of 3Go to page : Previous  1, 2, 3

Permissions in this forum:You cannot reply to topics in this forum
Star Wars: BattleCry :: Development :: Development discussion :: 3D modelling :: WIP-
Jump to: