So you want me to copy the screen/keyboard thing 3 times?(because there is 3 division)
Armoury
Re: Armoury
Yes. It can be entirely symmetric (and ideally use the same texture space for all three sides).
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- Warvinc
- Modeler
- Posts: 103
- Joined: Fri Nov 15, 2013 3:58 pm UTC
- Location: Montreal,Quebec,Canada
- Contact:
Re: Armoury
Hi guys!here's my low poly with baked normal mal,I'll start the texture soon!
- Attachments
-
- 3.jpg (364.58 KiB) Viewed 10394 times
-
- 2.jpg (306.38 KiB) Viewed 10394 times
-
- 1.jpg (218.2 KiB) Viewed 10394 times
Re: Armoury
Sweet! Not seeing any issues with the low poly. How many triangles does it have?
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- Warvinc
- Modeler
- Posts: 103
- Joined: Fri Nov 15, 2013 3:58 pm UTC
- Location: Montreal,Quebec,Canada
- Contact:
Re: Armoury
Since you guys wanted it to be entirely symmetric(3 sides) it's a bit more than what I thought, 7716 tris !
Re: Armoury
I was just curious, 8k is fine, you only need one or two armouries per base anyway.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- Warvinc
- Modeler
- Posts: 103
- Joined: Fri Nov 15, 2013 3:58 pm UTC
- Location: Montreal,Quebec,Canada
- Contact:
Re: Armoury
Great :) is there anything you don't like about the color on the concept art or I can go with pretty much the same color that Alex chose?
Re: Armoury
The diffuse colors are up to you, if you like what Alex did, go ahaed! With regards to the material (specularity, scratches, dirtyness, etc.) try to be similiar to the Telenode for consistency (and since it came out nice ingame).
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- Warvinc
- Modeler
- Posts: 103
- Joined: Fri Nov 15, 2013 3:58 pm UTC
- Location: Montreal,Quebec,Canada
- Contact:
Re: Armoury
Good one last question,for the screen,you wanted to have 1 texture for it only,but which size do you want it to be?
Re: Armoury
If it's possible, map all three screen surfaces (but just those – not their frames!) to a single seperate texture map. The size really doesn't matter as we can scale it to our needs as soon as we are able to autogenerate its contents. I assume using powers of two for the side lengthes of texture maps has some engine-level benefits, so given the aspect ratio of the screen, you could make the width be twice the height. All in all, 1024×512 should work well. (You can leave some of it unused if you want the aspect ratios of screen and UV space to be the same, try to center the used area on the texture though.) For a start, you could paint a black diffuse with little specularity and a very slight homogenous glow map on it (so that it looks like a TFT screen showing a completely black image).
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction