Telenode (2)

Models and textures for players, weapons and buildables.
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Warvinc
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Re: Telenode (2)

Post by Warvinc »

Test #2:

What do you like and what you don't like,GO! :P

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Viech
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Re: Telenode (2)

Post by Viech »

Hmm, now it looks very glossy, as if it was covered by glazed frost. I think the mattness on the previous version was good, it just had too much dirt on it (especially on the flaps). You might also want to desaturate the blue a bit. The best surface reference I can give you is the reactor (also have a look at the scratches and coating-errors it has).

I think the footprints on the top should go. You could have a bit more dirt in the middle of the main platform as if a lot of soldiers where standing on it with their dirty boots (you can probably reuse the footprints at a barely visible opacity to generate a realistic pattern), but it shouldn't look like the shoes of a single person melted on top. :wink:

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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Warvinc
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Re: Telenode (2)

Post by Warvinc »

test #3

Less glossy
Less blue
Footprint fixed

Tell me what you think :)

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Viech
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Re: Telenode (2)

Post by Viech »

Much better! :smile:

Do you have plans with regards to the grey parts? I have the feeling it could look good if they were relatively dark. Maybe a similiar material as the blue one but with a black-ish coating. Just a quick thought though.

Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction

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kharnov
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Re: Telenode (2)

Post by kharnov »

With regards to texture maps: at the very least we will need diffuse, specular, and normal. If your program is capable of making gloss maps, we can use that as well. You can also make a glow map where appropriate. The glow map does not need to be too complicated, as our engine will bloom it for us.

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kharnov
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Re: Telenode (2)

Post by kharnov »

Oh, and we'd like it in 2048 squared, lossless. Something like PNG is okay. We can convert it where appropriate.

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Warvinc
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Re: Telenode (2)

Post by Warvinc »

No prob for the maps,is TGA okay for you?(if not I'll just save them in PNG)

And do you prefer dark like this?

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kharnov
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Re: Telenode (2)

Post by kharnov »

Yes, TGA is fine.

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Warvinc
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Re: Telenode (2)

Post by Warvinc »

Another question: how would you like to have the exported model? In .Obj?

And how do I send you all my stuff?here or by email? thanks :)

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kharnov
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Re: Telenode (2)

Post by kharnov »

Yes, .OBJ is good. We can export .OBJ into the MD5 or IQM formats that we use.

For storage, you can give us a Dropbox link, or you can email the model and its associated textures to me and Viech.

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