Author Topic: GVSG Ankh (HTL-ify)  (Read 7006 times)

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Offline pecenipicek

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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
MD5: 539A2B1C3E832ECA882E7B6EC2226334







feedback much appreciated, polycount is around 1500 untriangulated.
« Last Edit: September 08, 2012, 04:29:22 am by Zacam »
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Offline mjn.mixael

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oh cool!  :yes:
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Offline Hades

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It's pretty good but as a suggestion I think the back scale detail might look better smaller like on the texture.
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Offline Solatar

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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.

 

Offline pecenipicek

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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 :)
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Offline Kolgena

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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.

 

Offline CommanderDJ

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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.
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Offline Kolgena

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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.

 

Offline pecenipicek

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Completely remade the thrice damned thing.


end polycount is unfortunately around 2k or so.
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Offline peterv

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The engine can stand it.  :yes: :yes: :yes:

 

Offline pecenipicek

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i know. the point is that i dont like the fact that a teensy weensy turret came out at 2k or so polies :p
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Offline Kolgena

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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.

 

Offline Nohiki

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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

 

Offline pecenipicek

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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.
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Offline Kolgena

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The more I look at the jagged edges, the more I'm reminded of Ritz crackers.

 

Offline Mobius

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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?
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Offline pecenipicek

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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.
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and many miles be still to go,
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Looks great!

 

Offline torc

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very good!!!  :yes:
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