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Modelling Contest #25 - Ascension

Discussion in 'Contest Archive' started by Kyrbi0, Jul 27, 2013.

  1. HappyCockroach

    HappyCockroach

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    that remembered me an issue about separate potrait and polycount in a past competition...

    having a high-poly portrait many times means optimizing the model. because the game engine draws 2 models - one on the map and one in the portrait. if you use the same model to both the engine will draw legs and arms and stuff at the portrait, which are all unecessary polies.

    so having a high-poly potrait means smart usage of polygons.

    the biggest con with it is raising the filesize.
     
  2. BlinkBoy

    BlinkBoy

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    It's not that much of a deal. Remember that only one copy of the portrait is drawn, while the model is drawn as many times as objects are in the visible screen.

    Also most GPU cards now a days won't draw faces which shouldn't be visible on the viewport. The only thing that may happen is the overhead caused by skeletical animations and other not gpu related processing.

    To Supa:
    I saw some details on your model. First it lacks collision shapes and event objects. I imagine you also want sounds in the model and footprints, atleast sounds for death and dissipate. You should also make the glows scale up and scale down all the time to look more active (look at hero paladin sample) and make them unselectable (Object Settings -> Mesh -> Unselectable) so NeoDex calculates with more precision your model's selection area. as for the rest, it's looking wite great, except for hook not blending naturally all the time.

    Hmm, as a last suggestion, add billboarding glows to the hook and add a glow background (none additive) that's only visible during portrait animations.
     
  3. HappyCockroach

    HappyCockroach

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    you're right, it isn't a big deal.

    what made me mention it is that there was a contest in the past about low polycount, and people were about to sum up portrait polycount + model polycount, as if portrait was extra polycount. and that's a mistake.

    what you mentioned about the portrait being always 1 single model and the unit being potentially many simultaneous models makes it even more clear we shouldn't see portraits as "polycount luxury".

    that whole polycount talk doesn't make that much sense nowadays, but it's took into account by judges and mods and stuff, even if it's for keeping the model in-context.
     
  4. BlinkBoy

    BlinkBoy

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    Polycount talk actualy still makes sense. The thing is that numbers have changed and there are better tactics for processing more polies. Even Sc2 has a poly mark (between 1300 and 8000, depending on how massive should the unit be)

    In the case of wc3, i think units shouldn't pass the 1350 polies mark. It's not because of computer now a days it's because of accessibility. Many people have integrated gpus which are very slow and play warcraft because it's the only thing they can run on them. It's quite normal that people use notebooks now a days with integrated gpus. Only artists, hardcore gamers and people who can afford high end laptops, do actualy have good GPUs on their laptops.
     
  5. MiniMage

    MiniMage

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    Did a little experiment with the orc. Added the firelord armor. I should probably retexture the armor itself though. Hm.

    Picture
    [​IMG]


    I think I'll retexture these parts using the BeastMaster texture. Might keep the armor and just make the wooly parts enhance the orc feel, maybe?
     
    Last edited: Aug 14, 2013
  6. Forsaken

    Forsaken

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    All the models are awesome, but the best model for me is Wandering Soul; Sentinels Gereral / PROXY / SuPa-
    but the best one is the model made by AnemicRoyalty (A.R.) , just perfect *-*
     
  7. BallisticTerrain

    BallisticTerrain

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    Here's another quick WIP of the texture.
    You can't see team color right now, but it is there on the two metal bands on the shield, the handle of the mace, and the cloth wraps on the upper two hooks.
    I just have to finish the rest of the texture and then perfect the blood and the bracers.
    Rated "R" for no particular reason.
    [​IMG]


    You might have noticed I also downsized the spikes. Looks better that way.
     
  8. SuPa-

    SuPa-

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    The texture as is needs way more contrast and color to provide interest. Right now the spectrum is from dark gray to light gray. Improve on that and it'll look much better
     
  9. BallisticTerrain

    BallisticTerrain

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    I was thinking of adding in some gold borders on the shoulders and armor. That might help.
    Before I do any of that though, I'm going to completely finish the texture as it is and then refine it.
     
  10. Kenntaur

    Kenntaur

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    i was thinking of joining so here's the first wip of my revenant
    [​IMG]
     
  11. BlinkBoy

    BlinkBoy

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    Hmm has a more diablo feeling than a wc3 feeling. I think it needs some more color and a bit more of contrast. As for the rest, it's perfectly fine.
     
  12. Kyrbi0

    Kyrbi0

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    Interesting. While I love the Firelord's crown/helmet, and think it's a good addition to your Orc... Don't you think it was spiky enough to start?! :p

    Also, I think the Beastmaster texture is a great way to go (like you said, for the wooly-stuff Orcs so love to dress up in). Please also consider retexturing the armor... To be more defined, if nothing else.

    Yes, smaller spikes was one of my issues with the last one (but I didn't want to keep demoralizing you. :p).

    I agree with BlinkBoy; the texturing is great, the artistry is smooth & delicious... But it's really more fitting to the Diablo-verse than the Warcraft-verse. Somber, subdued tones, little variation... Warcraft has high-contrast, loud/bright colors, ridiculously-over-the-top... etc.

    Sometimes I wonder if you missed your true calling in life; modding Diablo. xD

    But again, I'm liking it, and the texture is helping it come together.

    Agh! You guys! Stop it, new guys. Coming out of the woodwork with fancy meshes is entirely inappropriate.

    :p

    Lookin' real good. Almost, too good... That's a rather smooth mesh for Wc3. But I'll give it time; this is a very early WIP. Anyway, you'll have to work hard to win my heart from WhiteDeath's "hero revenant", but good luck. :p

    (Also, kudos on the Markiplier avatar. He's pretty funny)

    Not bad, doing better for sure. I like some of the additions (straps on the arm/feet, interesting staff, nice eyes). However, I'm going to warn you that his entire core (upper legs/torso/head) is going to look like a gray, cloudy mess from in-game.

    First off, the regular Orcish skin, as bright green as it is, is done so to stand out. This guy's is all smoky and black (I know he's a "shadow shaman", but you can't sacrifice "cool" for "fitting-ness" or "clarity". Just like AR). Secondly, the fur/armor on the body & such is still a big furry mess... The straps on hands & feet really help define the armor, so try something similar?

    Otherwise, interested to see more.

    :'[

    Man, I was really liking that Blood Elf... Please keep that for future use.

    Anyway, good to hear you'll be thinking. Enjoy your vacation, and keep us informed.
     
  13. BallisticTerrain

    BallisticTerrain

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    Today I learned my texturing is smooth and delicious.

    You know, funny. I've always loved Diablo. Diablo 1 was one of my favorite games of all time. I have also wanted to at some point create a stylized, hand painted, atmospheric, diablo esque warcraft 3 mod. It would be really fun making models for something like that.
     
  14. WhiteDeath

    WhiteDeath

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    Almost complete, just a few things left to polish.
     

    Attached Files:

  15. BallisticTerrain

    BallisticTerrain

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    Alright, texture is mostly finished except for a few tweaks here and there.
    Here's a sketchfab of the model. Keep in mind team color and alpha channels are not operational in this viewer. Black is an alpha channel. Team color is on the wraps on the upper two hooks, the outer two metal rungs on the face of the shield, and the handle of the mace. It cannot be currently seen at all.

    https://sketchfab.com/show/4efc9718dbda4aa4a4ce3b2f7023a28c

    Incase you can't view it on sketchfab here are a few screenies.

    Censored in Australia.
    [​IMG]


    Dat Shield
    [​IMG]


    I've Always Drempt of Flying!
    [​IMG]


    I think it's just watermelon juice...
    [​IMG]


    STARING CONTEST!
    [​IMG]


    Next is rigging. Should be quite the task, he's gonna need somewhere around 40 bones and several helpers from my latest calculations. Fortunately 40 isn't that much higher than the recommended bone count for units such as this in the art tools documentation. And that was made a long time ago, so I don't think it should cause any kind of issue.
     
  16. Deolrin

    Deolrin

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    I'm really liking the texture on the shield and crown, but everything else still looks drowned out and gray. Especially the breastplate and skirt, as well as the skull itself.
    You really should introduce more colors to the texture. It will make it look much better.
     
  17. BallisticTerrain

    BallisticTerrain

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    True enough. I think the skull is ok, but I could add a couple more colors here and there and define it a bit more. I'm not going to spend to much more time on it though.
     
  18. Kenntaur

    Kenntaur

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    his colors look so pale.
     
  19. Deolrin

    Deolrin

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    Yeah, but none of the other dead people in Wc3 looks quite as pale.
     
  20. BallisticTerrain

    BallisticTerrain

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    I'll update him to your specifications tomorrow. I'm pretty tired right now, thanks for feedback.