Model Ge u25b

Discussion in 'Models & Textures' started by Sel, May 29, 2010.

  1. Sel

    Sel Banned

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    If you were my art director you would be defining some budgets, but you're not my art director, and I define my own budgets, and if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.

    Now, when you talk about the time period of the game, I can't tell if you're telling me to model like it's 2006 and not to bother going above and beyond the typical tf2 game art , or whether you're actually telling me I don't pay attention to what objects fit in the tf2 timeline. In either case I shouldn't have to tell you that that is absolutely fucking ludicrous.

    As for the payload cart, you're right, it is 11.5K.

    They will be, all of the pictures I've posted are of the high poly, those ridges are not geometry in the low poly.
     
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    Last edited: Jun 8, 2010
  2. lana

    aa lana Currently On: ?????

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    Selentic's right. It's his standards. If your processor can't handle his incredible background art then you don't have to use it in your map.
     
  3. Shmitz

    aa Shmitz Old Hat

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    Your standards are clearly too high for TF2. Perhaps this is a sign you should be pursuing your art in an engine that is better optimized for meshes, like UT3.

    I'm sure this will be a great portfolio piece, but as I told you in chat, nobody who knows what they're doing is actually going to put it in their map.
     
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  4. Sel

    Sel Banned

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    I seriously doubt that, higher than the standard perhaps, but definitely not unreasonable for tf2.

    As for using another engine, If ut3 was remotely good, I would be there in an instant. Fact is, tf2 is a game I enjoy playing and until I'm ready to pursue making a full out udk mod, this is where I'd prefer to practice modeling. If you don't agree with my standards, that's fine, no one is forcing you to use my work.
     
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  5. lana

    aa lana Currently On: ?????

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    Have you ever used the Unreal engine before? That shit is crazy. As of yet, it's probably the best engine on the market. That being said, if you'd like to model for TF2 you have to understand that if you want your model in a map you have to stick to a budget for background models.
     
  6. eyefork

    eyefork L3: Member

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    Just model for the new Source engine. It'll be announced next week.
     
  7. Okrag

    aa Okrag Wall Staples

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    Considering this is a model that will most likely be passing through the map at high speeds I don't think anyone will notice a little less detail. As for when it is not, no one says you can't release 2 versions.
     
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  8. Sel

    Sel Banned

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    Alright, I seem to be the minority here.

    gonna go for 12k~
     
  9. Trotim

    aa Trotim

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    Let's click on the link he provided in the opening post shall we:
     
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  10. Sel

    Sel Banned

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    [​IMG]

    There you lot happy now?
     
  11. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    I'm not sure what the big deal was in keeping as high a poly count as possible... you can achieve strikingly similar levels of quality with significantly less tri's when you factor in texture details and normal maps.

    If you can exploit that fact to make your model open to a wider user base then why wouldn't you?
     
  12. The Political Gamer

    aa The Political Gamer

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    protip: Selentic can't texture for shit.
     
  13. JoshuaC

    JoshuaC L7: Fancy Member

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    You don't need to know how to texture to bake small details into an AO, and normal map.
     
  14. electroflame

    electroflame L1: Registered

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    Yeah, I'd have to agree with the majority here.

    There's a difference between your "standards" and the game's "standards".

    What I mean is, if someone put that into their map, it would reach the point to where it wouldn't compile well extremely fast.

    I can understand wanting to make something the best it can be, but there is a line that you have to draw.
     
  15. Exist

    Exist L6: Sharp Member

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    Selentic should post the UVlayout so we can all texture it...and then he can pick which one he likes more... and what not...
     
  16. Sel

    Sel Banned

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    12,238 Tris.

    Finished UVing

    [​IMG]

    [​IMG]

    I'd appreciate crit on the Unwrap, and I'm going to bake the high res tommorow. (don't texture this, it may be changed, and it's not baked or anything)
     
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  17. Jakkarra

    Jakkarra L4: Comfortable Member

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    Nice.
     
  18. Exist

    Exist L6: Sharp Member

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    I noticed that the existing train in TF2 (the one with northen on it) has fade properties set to it. By this I mean, as you move away, parts of it disappear (railings, things an top, etc). If your model did this that'd be around 500-750 polys...(est). Don't be afraid to tell me this is wrong.
     
  19. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    That's called LOD (Level of Detail). Each model (or at least, high poly models or models that will be seen at varying distances) have several versions of themselves with lower and lower poly counts, for in game performance reasons.

    I believe Selentic has already said he intends to make 2 or 3 of these?

    edit: texturing one of these would probably be pretty fun, but i'm not used to creating normal maps :/
     
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    Last edited: Jun 12, 2010
  20. Exist

    Exist L6: Sharp Member

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    Oh, that's what that was. I always thought the LOD was checked before game (based on hardware info), but it seems to real time. Thanks for the clarification.