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Guest Guest
 | Subject: Re: Stormtrooper Wed May 08, 2013 2:24 am | |
| Just to show some progress: Test bake (need to tweak still)  |
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Schlechtwetterfront

Posts : 446 Join date : 2012-11-05
 | Subject: 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. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 27 Location : Bulgaria
 | Subject: 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.
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Guest Guest
 | Subject: 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.  However, I'll see how I go as I might need to seperate the body suit. |
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Guest Guest
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Guest Guest
 | Subject: Re: Stormtrooper Thu May 09, 2013 3:22 pm | |
| Ok so after looking at the scout's texture files...  Any suggestions welcome.  |
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Altureus Lead 3d guns Artist

Posts : 126 Join date : 2012-11-28 Location : Pilot Hill, CA
 | Subject: 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. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 27 Location : Bulgaria
 | Subject: Re: Stormtrooper Thu May 09, 2013 7:56 pm | |
| Amazing O.o A few suggestions  . 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 | |
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Guest Guest
 | Subject: Re: Stormtrooper Thu May 09, 2013 9:02 pm | |
| Thanks.  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.  Those blue lines were such a bitch to texture on, spent at least an hour skewing them to look proper. :\ |
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Schlechtwetterfront

Posts : 446 Join date : 2012-11-05
 | Subject: 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! | |
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Guest Guest
 | Subject: Re: Stormtrooper Fri May 10, 2013 11:35 am | |
| Thanks.  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.  Next to bake the other parts. |
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Guest Guest
 | Subject: 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. |
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Schlechtwetterfront

Posts : 446 Join date : 2012-11-05
 | Subject: 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. | |
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Guest Guest
 | Subject: 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. |
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Schlechtwetterfront

Posts : 446 Join date : 2012-11-05
 | Subject: 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. | |
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Guest Guest
 | Subject: 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. |
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Guest Guest
 | Subject: 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. |
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Sn1pe

Posts : 3 Join date : 2013-04-11
 | Subject: 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. | |
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joshuarcher
Posts : 15 Join date : 2013-02-05 Age : 106 Location : London
 | Subject: 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 | |
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Guest Guest
 | Subject: 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.  |
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