
SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 18, 2010 04:24 PM
Msg. 1 of 18
Model is done! Once I texture it, I'll plug it into the exterior. Here are some renders.  The interior: Edited by SlappyThePirate on Jun 18, 2010 at 04:25 PM
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DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
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Posted: Jun 18, 2010 04:27 PM
Msg. 2 of 18
The Exterior looks very much improved!
I can't tell what the Interior looks like. Better render?
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RevolutionaryCaptain
Joined: Mar 20, 2010
Preparing to continue the overmind's plans
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Posted: Jun 18, 2010 05:09 PM
Msg. 3 of 18
Very good model.
Is that going to be release for use to the public or just private use?
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 18, 2010 06:51 PM
Msg. 4 of 18
It'll be released when the map is done, duh.
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RevolutionaryCaptain
Joined: Mar 20, 2010
Preparing to continue the overmind's plans
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Posted: Jun 18, 2010 07:04 PM
Msg. 5 of 18
Quote: --- Original message by: Advancebo It'll be released when the map is done, duh. I didn't ask for the map, I ask for the model and Slappy said the model was done.
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Link2262
Joined: May 22, 2010
WARNING: Hitchhikers may be escaped convicts.
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Posted: Jun 18, 2010 07:35 PM
Msg. 6 of 18
Really nice! Can't wait to see it textured and everything. :D
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 20, 2010 12:52 AM
Msg. 7 of 18
The sides on the cylinder at the front entrance should be lowered, to around 16.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 20, 2010 02:19 AM
Msg. 8 of 18
Quote: --- Original message by: Advancebo The sides on the cylinder at the front entrance should be lowered, to around 16. I would normally agree but seeing as this is a comparison between 48 to 32 polies, i see no need to change. Besides, the base overall is pretty low poly in the first place.
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 20, 2010 02:32 AM
Msg. 9 of 18
But if there are 32 segments in the cylinder, judging by how many loops there are, there about 416 tris in that one cylinder.
If 48 segments, there are 600 tris.
If there were only 16 segments, it would be 200 tris, a big difference.
/rant
Just sayin'
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 21, 2010 11:12 AM
Msg. 10 of 18
Lol... just fixed the cylinder. Thanks for noticing. I really hate texturing. I have the base 80% textured right now. It looks bad in gmax because there's no detail maps. Edited by SlappyThePirate on Jun 21, 2010 at 11:12 AM
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 21, 2010 10:07 PM
Msg. 11 of 18
Quote: --- Original message by: Advancebo But if there are 32 segments in the cylinder, judging by how many loops there are, there about 416 tris in that one cylinder.
If 48 segments, there are 600 tris.
If there were only 16 segments, it would be 200 tris, a big difference.
/rant
Just sayin' Your bad judgement... that cylinder had 24 sides. I counted 6 in 1/4 of the circle, you do the math. I counted a total of 144 sides with 24 segments. 96 with 16. Thats a 48 poly difference. Not major imo.
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 22, 2010 04:11 PM
Msg. 12 of 18
You all forget that not the entire cylinder has faces. The reverse side varies, because it's covered with grass later. The operation I use to connect the two bases to the terrain will probably mess that up. ---- Okay, polys aside, I really need help texturing. I got the detail maps on...  Problem is, I can't texture, like, very well at all. I'm in desperate need of someone who has more texturing experience, to make this look good. Help plox.
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 22, 2010 09:23 PM
Msg. 13 of 18
Are you using textures from Halo 3?
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 22, 2010 10:56 PM
Msg. 14 of 18
Looks like it, which means detail maps are gonna be a bitzch because you're taking screen caps of all the detail layers. :/
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Advancebo
Joined: Jan 14, 2008
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Posted: Jun 22, 2010 11:21 PM
Msg. 15 of 18
You can rip textures, dur.
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Newbkilla
Joined: Mar 9, 2008
- Artist, Environment Artist, Level Designer -
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Posted: Jun 23, 2010 12:20 AM
Msg. 16 of 18
but those don't look like it. durr
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SlappyThePirate
Joined: Aug 24, 2009
You are irritating, I'll release nothing
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Posted: Jun 23, 2010 10:28 AM
Msg. 17 of 18
Quote: --- Original message by: Newbkilla Looks like it, which means detail maps are gonna be a bitzch because you're taking screen caps of all the detail layers. :/ Okay, yesterday I got the detail bitmaps DONE. I just... can't... shader them. See the screenshot above. I am in desperate need of someone who can shade better than I do. Anyone. I'll send the source bitmaps, compiled bitmaps, shaders and structure bsp quickly. I'll moved on to refining the exterior sometime later. I believe some terrain changes are necessary, and stuff. Shaders help please!
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032 Mendicant Bias
Joined: Feb 25, 2010
Magnum periculum est elit.
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Posted: Jun 23, 2010 04:09 PM
Msg. 18 of 18
Quote: --- Original message by: SlappyThePirateQuote: --- Original message by: Newbkilla Looks like it, which means detail maps are gonna be a bitzch because you're taking screen caps of all the detail layers. :/ Okay, yesterday I got the detail bitmaps DONE. I just... can't... shader them. See the screenshot above. I am in desperate need of someone who can shade better than I do. Anyone. I'll send the source bitmaps, compiled bitmaps, shaders and structure bsp quickly. I'll moved on to refining the exterior sometime later. I believe some terrain changes are necessary, and stuff. Shaders help please! i'll help
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