- Joined
- Feb 8, 2015
- Messages
- 815
This could be a good classic POTM, with the johnwar version as the special Tyrande model.
(13 ratings)
well, tbh tyrande is queen XDThe only downside is that her face is a bit old.Everything else is very nice. It would be even better if she had a pretty face.
i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.Some issues need addressing before I can approve the models.
- Please fix the issues listed by the sanity checker.
- Please add collision to the TC version. The other version has two collision spheres with the same pivot point. Please correct the collision pivot points.
- Please fix the right arm animation jerk when transitioning from the Death to Dissipate animation.
- Please try to reduce the polygons to around 4k
3rd. Yeah, I accidentally caught that while testing the dissipate animation in the game. It is probably just the arm not being in the same position where it ends in death and begins in the dissipate. You can ignore the issue if you don´t spot it; it does not break the game.i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.
Edit:
in the 3rd issue: what do you exactly mean by "jerk when transitioning..."? i checked the animation and it looks okay, i mean it's natural to find glitches during each sequence since i make them with magos model editor but i haven't heard about this kind of issue ever before.
i can do all of them except for the last one, i tried it with other models of mine and it failed miserably.
Edit:
in the 3rd issue: what do you exactly mean by "jerk when transitioning..."? i checked the animation and it looks okay, i mean it's natural to find glitches during each sequence since i make them with magos model editor but i haven't heard about this kind of issue ever before.
I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...3rd. Yeah, I accidentally caught that while testing the dissipate animation in the game. It is probably just the arm not being in the same position where it ends in death and begins in the dissipate. You can ignore the issue if you don´t spot it; it does not break the game.
The polygon rule does bother me. You worked hard on these models. I´ll ask some questions and get back to you on it.
I think the important thing is, do many polygon models affect the game in any way? Do they cause graphics issues or slow down the game, whatnot?I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...
Back in the day, before I learned how to model, I did not care about any issues with models as long as they did not break immersion. High polygons just meant more awesome. I am waiting for an answer, but I think there shouldn't be a problem. Site rules only state no unnecessary polygons. I think there are no such issues with your work.I see, but i got to say the polygon rule didn't apply to my "Dark Willow" model which has around 6k polygons and still it received approval from the site, that's why i'm confused - because it felt like a green light for me in order to make them as detailed as possible...
Geometry itself is very light both in terms of filesize and rendering performance on any engine. In the end, it's the GPU doing the work. In modern engines, assets between 10k-100k tris are considered lowpoly and desirable polycounts. I produced vastly heavier objects, like 700k tris for ingame usage and those were still lowpoly objects.I think the important thing is, do many polygon models affect the game in any way? Do they cause graphics issues or slow down the game, whatnot?
If not, we're not in 2003 anymore, people, please.
i see, thank you for your explanationGeometry itself is very light both in terms of filesize and rendering performance on any engine. In the end, it's the GPU doing the work. In modern engines, assets between 10k-100k tris are considered lowpoly and desirable polycounts. I produced vastly heavier objects, like 700k tris for ingame usage and those were still lowpoly objects.
Not that WC3 engine is optimized to handle this kind of assets, but I guess multiple objects of about 10k tris [even units] would actually work well. Exodus 2 features tons of WoW ports to create the enviro, and maps have no related performance issues. It's not an excuse to go completely stupid with polycounts and keeping things as optimized as possible is always the way, but I see no reason to stick to outdated dogmas.
Still, WC3 probably does not calculate in-engine collisions based on geometry. Afaik it uses extents or collision meshes of much lower polycounts, so there are ways to optimize collision further. I frequently see moderators of Hive recommending ppl to add collision meshes. This is very good practice.
What really cloggs GPU memory is bitmaps. Tons of textures of high resolutions, overambundance of particles etc.
Tl;dr - I'm not a specialist when it comes to making assets exactly for WC3, but as asset designer doing 3D for living, I can rather conviniently say that Jab1z's assets are perfectly fine in terms of polycount and... Geometry is sexy :]. I feel rather inclined to encourage modellers around to go above vanilla WC3 polycounts.
i see, thank you for your explanation
also thanks for your compliments. well yeah i have a plan to use more modern apps later.
Oh dear lord xDD
well, yeah i originally had the plan to create a dismounted version of her, but that would've been a bit of too much work.Lel, I just realized that Priestess and tiger were a single, manifold mesh before your rework and you had to separate them, fill the holes of both meshes and do other modelling shinenigans to make Stand Victory anim possible. Noice werk.
Now she asks for mountless version methinks.
i tried many times to fix his walk animations even made a new one but, the results weren't satisfying enough.the tiger could use some reworkm int he walk animation, now legs are just going back and forth, original one's legs bend a bit adding to the weight.
i tried many times to fix his walk animations even made a new one but, the results weren't satisfying enough.
what do you exactly mean by that?possible to give an option with the vanilla white tiger mount?
I mean just use the default tiger mount that the SD graphics provides. This mount looks like a bit modified or derivative of it. The tiger model used here Priestess of the Moon and Derivatives Which is the default tiger that comes with the game. I know your custom model is made from scratch and it's a very beautiful model and the work is amazing.what do you exactly mean by that?