Pulse Rifle

Models and textures for players, weapons and buildables.
User avatar
Geno527
Dretch
Posts: 39
Joined: Sat Oct 18, 2014 8:49 pm UTC
Contact:

Re: Pulse Rifle

Post by Geno527 »

Probably yes :)

User avatar
kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Pulse Rifle

Post by kharnov »

Hey, it's almost April. Any updates?

User avatar
Geno527
Dretch
Posts: 39
Joined: Sat Oct 18, 2014 8:49 pm UTC
Contact:

Re: Pulse Rifle

Post by Geno527 »

It is April :o, I'm definitely not a recommandable person (but I've been dying under a tons of work a friend asked me to help him to do the last polycount contest so this is what I did during the month March , but the pulse is almost done) The low poly is at 90% and it's the same for the UV.

I will bake everything this week. And I've already made some preset for the texture :D. So in 2 weeks (I promise) it will be done. I will put a screenshot when the baking will be done. Currently the low poly has 8800 tri. (4700 vertex), I will optimize it a little bit.

Do you need a third person model ?

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

Re: Pulse Rifle

Post by Viech »

Geno527 wrote:

Do you need a third person model ?

I think we do. Not sure what poly counts are desirable for first and third person though, maybe someone else knows?

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

User avatar
kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Pulse Rifle

Post by kharnov »

Try to get it down to 3000-5000 for the first-person. We do need a third-person model, and that can be pretty blocky since it's viewed from a distance, so it can be even lower.

User avatar
Geno527
Dretch
Posts: 39
Joined: Sat Oct 18, 2014 8:49 pm UTC
Contact:

Re: Pulse Rifle

Post by Geno527 »

I'm at (approximately) 6500 tri, If I delete some faces (that the player will not see in game (except during some strange animation) I can go down to 6000 (maybe 5000, I'll keep you updated about this ^^).

I had another question, do you accept horizontal texture ? (like 40962048 or 20484096 ?)

User avatar
kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Pulse Rifle

Post by kharnov »

6000 triangles is fine.

Also, the horizontal textures should work, as long as the resolution is in a power of 2, so 4096 by 2048 is fine.

User avatar
kharnov
Granger
Posts: 1851
Joined: Tue Mar 06, 2012 10:54 pm UTC
Clan: GT
Location: New York City

Re: Pulse Rifle

Post by kharnov »

Any news?

User avatar
Geno527
Dretch
Posts: 39
Joined: Sat Oct 18, 2014 8:49 pm UTC
Contact:

Re: Pulse Rifle

Post by Geno527 »

I've won an allegorithmics's substance licence (with the polycount contest : The Throne Room, that's what I was doing in March ^^)
And now I'm learning it with the pulse rifle, textured version is comming very soon :).

User avatar
Geno527
Dretch
Posts: 39
Joined: Sat Oct 18, 2014 8:49 pm UTC
Contact:

Re: Pulse Rifle

Post by Geno527 »

Oh, and I've just seen that I totally forgot to submit my reply two weeks ago.

I had this wip to show you the baking, I'm sorry ^^ : Image

And I was saying that I still had some little baking problem to solve, and that my texutre was 40962048 and can be downgraded to a 20481024. But I always work at the double of rez, just in case ^^. Ah and that I had to add a little bit more of Geometry for the first person view (where you can see some geo at the yellow square).

Post Reply