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Author Topic: MachineGoats Work-in-progress stuff  (Read 110199 times)
Stahlhagel
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« Reply #60 on: May 13, 2010, 05:24:01 PM »

i wonder if you could make a storm bolter which is even more sexy than this masterpiece Wink
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MachineGoat
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« Reply #61 on: May 13, 2010, 07:43:43 PM »

Stahlhagel: I don't know if you realized, but that's not the realtime model. That's my 160 000+ polygon model that I'm going to use for normal map baking(which I'm still practicing).

Seems like cutting down the low poly to 2k tris is not quite possible without losing too much of the silhouette. What I have now is a bit over 3k tris(3020 tris, but I'm still working on it), which I guess is a bit high. I could lose the vents on the sides and let the normal map deal with those, but I don't know if it will look good or not(I already removed all the greebles from the right side of the gun). I'll experiment a little and see what I can come up with. Tongue

Edit: If I'll leave the vents in the front to the normal map the tri count for the low poly comes down to 2560 tris.
« Last Edit: May 13, 2010, 08:00:54 PM by MachineGoat » Logged

"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell."
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Stahlhagel
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« Reply #62 on: May 13, 2010, 11:04:23 PM »

not sure if i understood correctly what ya talked about but i like it Wink btw that generator is smoking hot ! maybe you could add some plasma rods like in dawn of war but i dont know if thats in line with the lore... looks realy imperial, i see you know what imperial engineering has to look like... maybe adding some cables, cooling pipes and mechanicus symbols would make it even more appealing than it already is

for the plasma gun- you could texture in some rivets and additional detail like a glowing plasma acceleration chamber, skulls, small purity seals, but this babe looks pretty finished to me, i LOVE IT MAN I LOVE IT Cheesy
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MachineGoat
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« Reply #63 on: May 15, 2010, 07:55:02 PM »

Here are the results for the first bake test. Quite a bit of small errors on both normal and ambient occlusion maps, I guess I'll have to add some geometry to the lowpoly just for the bake to get rid of those smoothing errors(as well as some color bleeding at UV edges, but that can be easily remedied later on).

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"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell."
– Antonin Artaud

Stahlhagel
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« Reply #64 on: May 16, 2010, 03:54:46 PM »

beatiful cant wait to see it ingame O_O wonder if the texture will also be godlike as the model. keep it up !
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