Leech (1)

Models and textures for players, weapons and buildables.
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Viech
Project Head
Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Leech

Post by Viech »

kharnov wrote:

The gills can probably mostly be done through the normal map.

I think the gills would be the area where we could spend a few polys to have it look really good, but that needs optimization on the head and stand.

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

kuntiss
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Joined: Mon Dec 23, 2013 11:53 am UTC
Location: Canterbury, UK

Re: Leech

Post by kuntiss »

Should I retopologize it and give the most of details to the maps. I can lower the count fairly much that way?

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Viech
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Posts: 2139
Joined: Fri Aug 03, 2012 11:50 pm UTC
Location: Berlin

Re: Leech

Post by Viech »

kuntiss wrote:

Should I retopologize it and give the most of details to the maps. I can lower the count fairly much that way?

That would be desireable. Not sure if this fixes the issue with the black squares you see on the picture (this might not be your fault at all, give us some more time to test different things).

What model formats can you export to? We use md5 and iqm but maybe another format can be converted with less erros, too.

Another question: There were two models in the archive (5k and 8k) but only one normal map. For what version was the normal map baked?

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

bsp1t
Dretch
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Joined: Mon Oct 21, 2013 5:17 am UTC

Re: Leech

Post by bsp1t »

The problem with the black spots is my shader ingame. Its not being lightmapped properly. This is a better sshot :

Image

Thats in blender, without spec/norm. Looks ok to me, once again - its just my broken shader causing black spots, it was a speed conversion to get it ingame.

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gavlig
Animator
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Joined: Wed Mar 14, 2012 1:20 pm UTC

Re: Leech

Post by gavlig »

i can help with exporting both to iqm and md5. But to my mind model should really have total retopo.

kuntiss
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Joined: Mon Dec 23, 2013 11:53 am UTC
Location: Canterbury, UK

Re: Leech

Post by kuntiss »

I don't have md5 or iqm I can export with mb, ma, obj, fbx, :S
the map was baked on the 8k but I checked it on 5k and it was working just fine without UV errors. I can extract a another map for 5k too if needed.

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gavlig
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Re: Leech

Post by gavlig »

don't know about maps, but obj will work fine for further progress

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Ishq
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Joined: Tue Mar 06, 2012 8:32 pm UTC

Re: Leech

Post by Ishq »

so, basically, I feel we need to reduce the polycount further to begin make it worthwhile to import it into the engine. Right now, it's at 10520 tris, which is really alot (Tyrant is 9.7k). It needs to go to down to maybe 3-5k tris.

kuntiss
Posts: 16
Joined: Mon Dec 23, 2013 11:53 am UTC
Location: Canterbury, UK

Re: Leech

Post by kuntiss »

Retopologized leech. Reduced the poly count to 2.7 tris. You can download it from this link https://www.dropbox.com/s/o993lcu8wvq5h ... _model.rar

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Ishq
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Re: Leech

Post by Ishq »

Hey, we've gotten the initial leech in game, but now we're changing lighting and such to see enumerate exactly what changes we'll need. Note, that it will need changes.

Image

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