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 »

Yeah I know,my low was 9000 but I know it's high so I'll just put it down,as long as you think it looks good like this,I'll be able to start the high poly to bake!

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Viech
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Re: Telenode (2)

Post by Viech »

I was assuming you were already working on the high poly since on the images you showed me there are tons of little details that shouldn't show up on the low poly model but on the normal map only. Anyway, just create the high poly for now without worrying about the polycount and retopologize later on.

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 »

Hey!Sorry it was pretty long,here I am!

Low Poly Done

High Poly Done

UV Done

Here's the low poly(with no baking,only AO)

If it's okay for you guys I'll start the high poly baking and textures!

I'm now at 5700 tris!

Attachments
TelenodeLowPoly3.jpg
TelenodeLowPoly3.jpg (243.6 KiB) Viewed 3372 times
TelenodeLowPoly2.jpg
TelenodeLowPoly2.jpg (216.69 KiB) Viewed 3372 times
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Viech
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Re: Telenode (2)

Post by Viech »

Sounds and looks good! 5700 tris works for us but you might be able to get it even lower by making the surfaces I marked red flat in the low poly version and add those details back via the normal map:

Image

Image

If that's too much of a hassle to you since you already unwrapped, just go ahead and finish it. :smile:

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 »

No problem I'll do it for some parts :)

Just another question,for the light glowing inside the model and the orange/yellow light on the front,do you want a glowing map for it or you'll add it by yourself somehow?

thanks :)

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kharnov
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Re: Telenode (2)

Post by kharnov »

Yes, try to make a glow map if you can.

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Warvinc
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Re: Telenode (2)

Post by Warvinc »

Hey just a quick update,sorry if it's taking a long time,I'm doing a lot of test to get the best normal map because I have pretty much a lot,also testing color,once the normal map will be good enough for me,it won't take too long doing the rest.

Also,I'm currently working with a square 2048 and it's looking quite good,but I'm pretty sure 1024 will look real blurry,I'll post a picture to show the difference and you'll decide what you like the most!

Thanks!

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Viech
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Re: Telenode (2)

Post by Viech »

Hey, thanks for the update. Work with 2048² texture maps, if we need to we can scale them down any time.

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 »

Hey! SO! Now,I'll show you my lowpoly with normalmap+base color+AO.

It's time to tell me what you like and don't like about the color(in general,there is no detail on it right now)

So if you would like more yellow,more grey somewhere etc.

It's rendered in marmoset toolbag WITHOUT specular map.

So yeah,I'll wait for your answer before doing anything more! thanks!

Attachments
screenshot011.jpg
screenshot011.jpg (106.12 KiB) Viewed 3329 times
screenshot009.jpg
screenshot009.jpg (103.38 KiB) Viewed 3331 times
screenshot008.jpg
screenshot008.jpg (104.79 KiB) Viewed 3331 times
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Warvinc
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Re: Telenode (2)

Post by Warvinc »

By the way there's a normal problem in the grey thing...don't worry I'll fix it :P

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