Posted: Sun Jun 17, 2007 1:12 pm Post subject:
GDI and Nod gates
Was just bored, so I took the simplest thing in TS to model.
These are supposed to be highest lod GDI and Nod gate models each with 4 levels of damage. Only geometry, no material/normal/UV mapping work.
GDI one would need at least 1000 tris to look similar enough.
Nod one is much simpler. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
GDI one would need at least 1000 tris to look similar enough.
Nod one is much simpler.
that's what we have textures for
and i see you enjoyed the use of booleans _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
explain HOW one would see that with a non-existant game ? _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
wow, four levels of damage? What colors will be used for health bar? Green...yellow...red...and black? Or gray instead of black? I remember that the bibs.shp in TS had four different damage levels, and the last one was gray. Well, it was first frame in the animation. _________________
I didn't use Booleans at all .
Blender's Booleans are pretty crappy.
Everything extruded. Damaged ones simply deleted few vertices and fixed the error+moved other vertices Color textures can't make GDI gate look good enough, too, but if there were normal maps...
Why should levels of damage be limited/ linked to colors? If one wants 10 levels of damage, he/she should be able to do it, and differently for every unit in game, with % of damage set per level, perhaps more models per level to be chosen from randomly... _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
I didn't use Booleans at all .
Blender's Booleans are pretty crappy.
Everything extruded. Damaged ones simply deleted few vertices and fixed the error+moved other vertices Color textures can't make GDI gate look good enough, too, but if there were normal maps...
Why should levels of damage be limited/ linked to colors? If one wants 10 levels of damage, he/she should be able to do it, and differently for every unit in game, with % of damage set per level, perhaps more models per level to be chosen from randomly...
there are some blender python scripts for good booleans _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
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