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Re: Leech

Posted: Wed Jan 08, 2014 5:07 am UTC
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.


Re: Leech

Posted: Wed Jan 08, 2014 2:23 pm UTC
by kuntiss

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


Re: Leech

Posted: Wed Jan 08, 2014 5:52 pm UTC
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?


Re: Leech

Posted: Wed Jan 08, 2014 6:59 pm UTC
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.


Re: Leech

Posted: Wed Jan 08, 2014 8:25 pm UTC
by gavlig

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


Re: Leech

Posted: Thu Jan 09, 2014 1:53 pm UTC
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.


Re: Leech

Posted: Thu Jan 09, 2014 2:10 pm UTC
by gavlig

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


Re: Leech

Posted: Thu Jan 09, 2014 8:10 pm UTC
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.


Re: Leech

Posted: Thu Jan 16, 2014 2:04 pm UTC
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


Re: Leech

Posted: Sat Jan 18, 2014 8:59 pm UTC
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