From creating models from scratch, I've switched to modifying sc2 modes, and it works much faster, and models look prettier. Here are 4 flying vinci units, Caravan, Air Destroyer, Fighter and Cargo Dirigible. I made 'em in a few hours, and I would spend a week if i'd make em from scratch.(Scales aren't adequate in this test map)
I was full of enthusiasm at start and thought about 50-70, but now it looks too many for me, I don't like realy much to create them, it rather feels like a burden. So, maybe 10 more of the most prominent models will be created. And some of simple non-animated buildings. But I'll import the rest from wow. So they all will definitely need more then 20 mb.
Land Leviathan is very detailed, 6k polys, and the model takes 1.2 MB for itself and its textures after compression in the editor. Fortunately, it doesn't drop fps at all.
While, for example, Pirata model is less detailed, consists of 580 polys. And its compressed model and textures consume 150 KB of space.
There is a way around the 20mb limit, load the files in a .Mod and set them as a dependency for your map. you will have to publish the mods for the map to recognize them on Bnet. Bnet max storage is 105mb per account.
Nice, needs particle emmiters from the exhausts. My brother informs me there is some way to attach physics to the model legs.
Physics? What is it?
I can attach smoke model to the "chimney" so it will look like an exhausts.
But it doesn't matter too much, I realized that there is no way all the models fit 20 mb. So I will be forced to use sc2 models, and realism will be affected too much to care about particle effects.
Yeah, I thought about, will increase c.w.man's gear and reduce foot's square. But spider seems rather fine, i just have to follow 20-80 principle, which says, that 20% of effort bring 80% of result, when other 80% of effort bring the 20% results left. If I'd have infinite time, I'd gladly mount any amount of leg pairs, but I'd like to spend less then a month for modelling, becuase it's boring in compare to working in the editor.
Ty for the link to that maps, I'll try to apply 'em to a model. But actually, it's ok with alin, most of their models has WoW prototypes.
Well for a start it currently only has a box on its back while the original had a turning gear. Also the arms and legs still look rather flat sided, does it use a normal texture yet? The left eye of the original stuck out a little on a tapered cylinder. Finally the weapon could do with some lighting effects (electricity) on attack and the left hand used to be held flat just over the top of the weapon when pointing it at stuff (in your current model it seems to stab it into the side of the weapon).
Gear is present on his back, maybe it's not seen well on the video (it's better seen on the picture attached). And it's turning, such a details are important for me. Normal texturing is the next thing I'm gonna learn, so i'll add this layer later. Weapons weren't implemented properly in that video, but now they work like they supposed to, one is electical with right hand and another one is a punching hand. And the different between touching his weapon from the top and from the side can't be recognized by a player, I think. I actually checked this thing before making, and find out, he's touching the weapon. I'd actually make it right, but I don't have a bone to rotate the arm, so it may be ok to touch it from the side. About the eye... dunno, his face seems ok for me.
Ok, there is a next model, the clockwork spider. Just testing how animations works. Feedback is appreciated as usual.
Oh, it's ok. We just had a conversation about this model in other thread, and his opinion helped to improve model's walking. He's just one of the few who know and probably like RoL, this model from. And it's cool to have someone to discuss the process of remaking RoL with.
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From creating models from scratch, I've switched to modifying sc2 modes, and it works much faster, and models look prettier. Here are 4 flying vinci units, Caravan, Air Destroyer, Fighter and Cargo Dirigible. I made 'em in a few hours, and I would spend a week if i'd make em from scratch.(Scales aren't adequate in this test map)
Hate to say that, but those people inside cabins is too much work for me right now. They are cool, but they are whole models ;/
While Giacomo walking and Doge weapon expanding is easy to fix, so it will be done.
Made a couple of heroes, Doge and Giacomo.
@DrSuperEvil: Go
Yeah. But I may return to modelling after a while. And some wow models fit rol models so good - dragons, crabs, scorpions, I wouldn't do better.
@sigmapl: Go
I was full of enthusiasm at start and thought about 50-70, but now it looks too many for me, I don't like realy much to create them, it rather feels like a burden. So, maybe 10 more of the most prominent models will be created. And some of simple non-animated buildings. But I'll import the rest from wow. So they all will definitely need more then 20 mb.
@sigmapl: Go
Land Leviathan is very detailed, 6k polys, and the model takes 1.2 MB for itself and its textures after compression in the editor. Fortunately, it doesn't drop fps at all.
While, for example, Pirata model is less detailed, consists of 580 polys. And its compressed model and textures consume 150 KB of space.
You made my day! :)
Those tracks are triangular in the original, and they are actually look ok for me. Clockworkman legs will be improved.
Physics? What is it?
I can attach smoke model to the "chimney" so it will look like an exhausts.
But it doesn't matter too much, I realized that there is no way all the models fit 20 mb. So I will be forced to use sc2 models, and realism will be affected too much to care about particle effects.
Almost finished Land Leviathan.
Testing animations.
Steam cannon:
Next one to go is Land Leviathan. Goin' to be a real challenge of my skills.
@DrSuperEvil: Go
Yeah, I thought about, will increase c.w.man's gear and reduce foot's square. But spider seems rather fine, i just have to follow 20-80 principle, which says, that 20% of effort bring 80% of result, when other 80% of effort bring the 20% results left. If I'd have infinite time, I'd gladly mount any amount of leg pairs, but I'd like to spend less then a month for modelling, becuase it's boring in compare to working in the editor.
Ty for the link to that maps, I'll try to apply 'em to a model. But actually, it's ok with alin, most of their models has WoW prototypes.
Probably it's a different game.
Spiders has no special front, they are just steam boilers on a platform. There were a couple of little gears, but I ignored them.
Yeah, it's a turret like it was in RoL. Only one axis of rotation instead of two, but who cares.
Pirata:
Gear is present on his back, maybe it's not seen well on the video (it's better seen on the picture attached). And it's turning, such a details are important for me. Normal texturing is the next thing I'm gonna learn, so i'll add this layer later. Weapons weren't implemented properly in that video, but now they work like they supposed to, one is electical with right hand and another one is a punching hand. And the different between touching his weapon from the top and from the side can't be recognized by a player, I think. I actually checked this thing before making, and find out, he's touching the weapon. I'd actually make it right, but I don't have a bone to rotate the arm, so it may be ok to touch it from the side. About the eye... dunno, his face seems ok for me.
Ok, there is a next model, the clockwork spider. Just testing how animations works. Feedback is appreciated as usual.
@JackRCDF: Go
Oh, it's ok. We just had a conversation about this model in other thread, and his opinion helped to improve model's walking. He's just one of the few who know and probably like RoL, this model from. And it's cool to have someone to discuss the process of remaking RoL with.