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paperkat

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Posts posted by paperkat

  1. Ok so,

    Triangle count is down to 1174

    Texture now at 256x256

    Props need to be added though.

    Please find the model attached!

    I would love to see a nicely framed, in game screen grab of this with the lovely Zebu if possible!

    On a side note, if no-one is working on the texture for the human character for this unit then mind if I have a go? Is there a base mesh that you would like me to work from?

    :)

    EDIT: Here is the link to the file

    https://www.dropbox.com/s/zhnljcqoe92lv9q/Mauryan_Oxcarttrader_Cart.rar

  2. Ok great wiil do :)

    I will get on with optimizing it a bit anyway!

    Thanks for the feedback!

    EDIT: With the 'goods' in the cart though, would it not be more efficient to use propping instead of adding custom meshes to the model? That way there would be more room to play with the model itself? Just thinking out loud :)

  3. Almost 2k tris sounds too high for a trader cart IMO. I think texture size would be 256.

    The dude model needs to be one already in-game (because they're already rigged) but it will probably need a new texture.

    Good work on the texture. I like it.

    Yeah I thought so too :P What would be an appropriate poly budget so I can scale it down 'a bit' haha :)

  4. Ok so here is another update after a few hours yesterday :)

    Introduced a bit more saturation and contrast

    Starting to place some rope roundabouts on the model (no extra geometry)

    To answer all your questions:

    Triangle count is at 1764 but I'm sure this can be reduced in areas

    Texture resolution is currently at 1024 while I;m working but obviously can be reduced to whatever size you guys need.

    The occlusion is all done by hand and is baked into the diffuse map.

    Ideal places for player color: The yoke of the oxen and the driver prop dude (who isn't shown in any of the screens in the thread so far).

    Will this 'dude' :) be a pre-exisiting model or is this another task that needs to be done?

    post-15180-0-15395900-1364551885_thumb.j

    • Like 1
  5. It looks out of context because of the ao maps. Keep in mind that cliffs are not smooth like in the game. Ideally, this waterfalls should be use together with future AOed cliff meshes which will not be so smooth and will give cliffs a better look. However, I still not sure how I'm going to approach cliffs yet.

    In other games engines, like CryEngine for example cliffs are made by clumping together large rock meshes that can be used either as standalone props or bunched together to make walls of rock. I'm not sure of the capabilities of this engine but that is one way of loooking at the question of cliffs anyway :)

  6. Another update.

    Drawing to a close now but still a few things to solve.

    Player color

    accessories -propping most probably for most but any other ideas welcome :)

    nails, hooks & other functional metal stuff

    bit more contrast in the cracks and the wood itself

    How many polys should this item have including the zebu?

    :smoke:

    post-15180-0-77694600-1364476809_thumb.j

    • Like 1
  7. Here we go!

    Changes made:

    Crates texture & Goods

    Oar length ( it WAS definitely too long! :D )

    A few others here and there :P

    Ropes & Sails are double sided and the player alpha is done.

    I didn't create a second UV set

    I have performed a mesh cleanup so it should be game ready.

    :)

    Here is the dropbox link:

    https://www.dropbox.com/s/w2lzfehniniind8/Merchant%20Ship.rar

    Let me know if there are any problems ;)

    post-15180-0-87046900-1363598830_thumb.j

    • Like 2
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