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Community Projects => The FreeSpace Upgrade Project => Topic started by: pecenipicek on November 23, 2010, 10:51:45 am

Title: GVSG Ankh (HTL-ify)
Post by: pecenipicek on November 23, 2010, 10:51:45 am
my reworking of the ankh, based off of the model found in axm_ModelDump.rar (thank Hades or Had-- for that).

Final product (as a VP file) GVSG-Anhk.vp (http://www.mediafire.com/file/xuytbuaoa8xi463/GVSG-Anhk.vp)
MD5: 539A2B1C3E832ECA882E7B6EC2226334

(http://img28.imageshack.us/img28/8144/an1p.jpg)

(http://img715.imageshack.us/img715/9590/an2ic.jpg)



feedback much appreciated, polycount is around 1500 untriangulated.
Title: Re: GVSG Ankh (HTL-ify)
Post by: mjn.mixael on November 23, 2010, 11:02:11 am
oh cool!  :yes:
Title: Re: GVSG Ankh (HTL-ify)
Post by: Hades on November 23, 2010, 11:22:21 am
It's pretty good but as a suggestion I think the back scale detail might look better smaller like on the texture.
Title: Re: GVSG Ankh (HTL-ify)
Post by: Solatar on November 23, 2010, 12:37:01 pm
The details look a bit big (the humps in the middle), but only because I can't visualize the armor plates suggested by the retail textures anymore.  This is more an observation than a critique, as whether that's bad or not is entirely up to the textures you put on this thing.
Title: Re: GVSG Ankh (HTL-ify)
Post by: pecenipicek on November 23, 2010, 04:32:44 pm
It's pretty good but as a suggestion I think the back scale detail might look better smaller like on the texture.
figured as much. realised that myself when i zoomed out a bit. will resize it.


The details look a bit big (the humps in the middle), but only because I can't visualize the armor plates suggested by the retail textures anymore.  This is more an observation than a critique, as whether that's bad or not is entirely up to the textures you put on this thing.

thanks :)
Title: Re: GVSG Ankh (HTL-ify)
Post by: Kolgena on November 23, 2010, 10:56:49 pm
The gun barrels look like they could resemble gun barrels a bit more. Right now they kind of look like prongs, and don't appear as logical appearing gun structures.
Title: Re: GVSG Ankh (HTL-ify)
Post by: CommanderDJ on November 23, 2010, 11:00:03 pm
It's a lot less sharp and edgy than the retail version, which to me is a bad thing, but others might like it. I also agree with Kolgena's suggestion about the guns. In all other areas it's an improvement though.
Title: Re: GVSG Ankh (HTL-ify)
Post by: Kolgena on November 23, 2010, 11:29:27 pm
I think you have a point. While vasudan stuff is generally curvy, it also has pointy bits and sharp (curved) edges. Those are completely absent here, though the thing's size means that it still feels vasudan.
Title: Re: GVSG Ankh (HTL-ify)
Post by: pecenipicek on December 28, 2010, 01:34:27 pm
(http://img140.imageshack.us/img140/1508/ankh0010.jpg)

Completely remade the thrice damned thing.


end polycount is unfortunately around 2k or so.
Title: Re: GVSG Ankh (HTL-ify)
Post by: peterv on December 28, 2010, 01:37:15 pm
The engine can stand it.  :yes: :yes: :yes:
Title: Re: GVSG Ankh (HTL-ify)
Post by: pecenipicek on December 28, 2010, 01:41:36 pm
i know. the point is that i dont like the fact that a teensy weensy turret came out at 2k or so polies :p
Title: Re: GVSG Ankh (HTL-ify)
Post by: Kolgena on December 28, 2010, 02:23:16 pm
Some of those details could be normal mapped. Some round bits could use some less polies since it's so small. The jagged edges of the turret platforms could be smooth, since it might just look like bad aliasing at in-game distances. That's if you want to lower polycount at all.
Title: Re: GVSG Ankh (HTL-ify)
Post by: Nohiki on December 28, 2010, 02:44:17 pm
Please keep in mind that some of us plat at old nVidia 5xxx series xD Even single of the 3.6.12 hatties is cutting me down to 14 FPS with it's new fighterbay. The anks is a ****ty gun, you need at least 10 of them to guard anything, and 20k polys for few sentries? NOT. COOL. xD
Title: Re: GVSG Ankh (HTL-ify)
Post by: pecenipicek on December 28, 2010, 02:48:43 pm
2512 polygons exact. as far as the hattie goes, it has much huger textures than this will have, and the textures are what causes slowdowns these days.


and no, i will not relegate detail to normal maps. if i wanted to do that i'd just remake the originals textures.
Title: Re: GVSG Ankh (HTL-ify)
Post by: Kolgena on December 28, 2010, 02:51:51 pm
The more I look at the jagged edges, the more I'm reminded of Ritz crackers.
Title: Re: GVSG Ankh (HTL-ify)
Post by: Mobius on January 02, 2011, 09:46:45 am
Well polycount isn't much of an issue if we can rely on LODs, right? :)

About the latest screenshot - the work you did is encouraging, pecenipicek, but I have the impression that the new version is not as thick as the previous one. Is it just me? Do the textures have anything to do with it?
Title: Re: GVSG Ankh (HTL-ify)
Post by: pecenipicek on January 02, 2011, 09:50:41 am
Right on the first count.


Some parts are thicker, some are thinner, on the overall, my impression is that my version is a bit "fatter" overall. textures could possible be a factor however, yes.
Title: Re: GVSG Ankh (HTL-ify)
Post by: Asteroth on January 11, 2011, 06:33:22 pm
Looks great!
Title: Re: GVSG Ankh (HTL-ify)
Post by: torc on January 11, 2011, 06:39:19 pm
very good!!!  :yes: