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Re: Tiberian Dawn: The First Strike [message #465653 is a reply to message #433126] Fri, 06 April 2012 14:36 Go to previous messageGo to next message
reckneya is currently offline  reckneya
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My first post in this topic is now confirmed. Good luck with the mod Thumbs Up

Brandan wrote on Tue, 10 April 2012 07:13

Also what happened to you can change your ISP I doubt you even know what a VPN is or even a remote idea of how the Internet even works.
If I disregard the deficit of cohesion between his statements, and the lack of proper spelling and use of symbols I think I know what he was trying to say, and I lol'd. No hard feelings though Brandan Wink
Re: Tiberian Dawn: The First Strike [message #465657 is a reply to message #465653] Fri, 06 April 2012 15:27 Go to previous messageGo to next message
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reckneya wrote on Fri, 06 April 2012 14:36

My first post in this topic is now confirmed. Good luck with the mod Thumbs Up


"and nothing of value was lost"


Re: Tiberian Dawn: The First Strike [message #466904 is a reply to message #433126] Mon, 30 April 2012 05:56 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Thanks to a very generous donation from Darkkanex, we are in possession of a:

Tiberium Harvester

http://media.moddb.com/images/games/1/14/13213/HarvesterRender3.jpg

Humvee

http://media.moddb.com/images/games/1/14/13213/HumveeM60DRender_Gunner_fixed.jpg

Light Tank

http://media.moddb.com/images/games/1/14/13213/M2BradleyRender2.jpg

Mammoth Tank

http://media.moddb.com/images/games/1/14/13213/Mammoth_Render.jpg

and Nod Buggy

http://media.moddb.com/images/games/1/14/13213/ScorpionRender01.jpg

and remember that we are still recruiting in the following fields!
3d Art (also rigging and unwrapping)
Engine Coding
Programmers
Website Designers
Concept Artists
Logo/Promotional Artists
Public Relations
Animators
Texture Artists

Apply by messaging me here, applying at www.firestormproductions.org/board, or by emailing us at firestorm-productions@hotmail or emailing me directly at bfranx1994@hotmail.com

Thanks for tuning in, and we'll see you in the next update!


[Updated on: Tue, 01 May 2012 20:12]

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Re: Tiberian Dawn: The First Strike [message #466908 is a reply to message #433126] Mon, 30 April 2012 07:47 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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That Mammoth is way too far from your source material, and its geometry looks rather lackluster.
Re: Tiberian Dawn: The First Strike [message #466910 is a reply to message #466908] Mon, 30 April 2012 08:54 Go to previous messageGo to next message
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Aircraftkiller wrote on Mon, 30 April 2012 07:47

That Mammoth is way too far from your source material, and its geometry looks rather lackluster.


The models were already completed. They were going to be used in the mod C4Commando, but it died, and Darkkanex generously gave his models to us. I do agree that the mammoth tank is a bit off, with his permission i'll see if one of our guys cant touch it up a bit.


Re: Tiberian Dawn: The First Strike [message #472339 is a reply to message #433126] Sun, 29 July 2012 15:36 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Here are the front and rear views of our new M2 Flamethrower, courtesy of Rastko Tojagic.

http://media.indiedb.com/images/games/1/14/13213/M2_FRONT.jpg
http://media.indiedb.com/images/games/1/14/13213/M2_BACK.jpg


Re: Tiberian Dawn: The First Strike [message #472458 is a reply to message #433126] Tue, 31 July 2012 06:44 Go to previous messageGo to next message
OWA is currently offline  OWA
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It'd be interesting to get the polygon/triangle count on that Flame Thrower.
It looks a bit too high poly for a w3d model to me. Huh


Re: Tiberian Dawn: The First Strike [message #472477 is a reply to message #433126] Tue, 31 July 2012 10:43 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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It's not a w3d game. Even though it is posted in a w3d forum...
Re: Tiberian Dawn: The First Strike [message #472493 is a reply to message #433126] Tue, 31 July 2012 12:20 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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This is the high poly model, around 250-300k. The low poly model doesn't look too much different, but a good texture artist could make them look exactly the same.

We were a W3D game at first, but decided to switch to UDK because of the larger community and playerbase.


Re: Tiberian Dawn: The First Strike [message #472534 is a reply to message #433126] Tue, 31 July 2012 15:57 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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So what's the point of showing off high-poly models that you won't even use in UDK? Assuming the guy who created that geometry knows how to bake it out to a low-res version by retopologizing, it's still pointless to show it without textures and a wireframe shot.

I really don't get where you're going with this mod/game you're working on. The assets are so haphazardly put together. It's patently obvious that you're using several different art styles for the models you're working with, and none of it will mesh together at all.

If you really want to do this, I highly suggest recruiting an actual team before you spam up forums about this project.
Re: Tiberian Dawn: The First Strike [message #472535 is a reply to message #433126] Tue, 31 July 2012 16:21 Go to previous messageGo to next message
Distrbd21 is currently offline  Distrbd21
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If I remember right the way the old Renforums worked and still seem to work like it.

Is in order to get a team together without knowing people that can do that you have to show that said person, that you are bring something to the table and not just trying to get a group of people together for nothing.

at least that has been in my experiences when I tried to get a team together 2 different times.


Off Topic:
Matter of fact I have a game idea that I want to do, But I know I must get together some work on it before I try to put a team together for it.


Live Your Life Not Some one Else's.| Sharing Is Caring

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[Updated on: Tue, 31 July 2012 16:22]

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Re: Tiberian Dawn: The First Strike [message #472558 is a reply to message #472534] Tue, 31 July 2012 23:47 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Aircraftkiller wrote on Tue, 31 July 2012 15:57

So what's the point of showing off high-poly models that you won't even use in UDK? Assuming the guy who created that geometry knows how to bake it out to a low-res version by retopologizing, it's still pointless to show it without textures and a wireframe shot.

I really don't get where you're going with this mod/game you're working on. The assets are so haphazardly put together. It's patently obvious that you're using several different art styles for the models you're working with, and none of it will mesh together at all.

If you really want to do this, I highly suggest recruiting an actual team before you spam up forums about this project.


1. I was just showing off the model, sorry it didn't please you.

2. I'm afraid I don't understand what you mean here

3. I have an actual team, and I don't see how showing a model is in any way spam.


Re: Tiberian Dawn: The First Strike [message #472562 is a reply to message #433126] Wed, 01 August 2012 08:20 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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Showing off a high-poly model that won't be put in UDK, doesn't know what retopologizing is, takes "donated" models... Won't accept valid criticism... This game design thing doesn't seem to be your forte, sir.
Re: Tiberian Dawn: The First Strike [message #472563 is a reply to message #433126] Wed, 01 August 2012 08:31 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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1. You missed the ENTIRE point of the post. He said "Why are you showing these models when you are not even going to use them," not "Why are you showing us these models? They suck."

2. Your mod has no Creative Direction. Each asset is COMPLETELY different in art style from another. As such, when the models are actually ingame, it will look terrible.

3. Really? Show us your "team." You better have at least the following:

A 3d artist (Taking assets from other mods unless you have their 3d artist on your team is a TERRIBLE idea)
An Environmental Artist
A Character Artist
An Animator
A 2d Artist
A Programmer

If you are missing one or more of these people, then your mod will never get out of the concept/planning stages.
Re: Tiberian Dawn: The First Strike [message #472573 is a reply to message #472493] Wed, 01 August 2012 09:45 Go to previous messageGo to next message
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Bfranx wrote on Tue, 31 July 2012 20:20

This is the high poly model, around 250-300k. The low poly model doesn't look too much different, but a good texture artist could make them look exactly the same.

We were a W3D game at first, but decided to switch to UDK because of the larger community and playerbase.


That count is fine for a high polygon model, but this model won't get textured because it's used for normal map baking, so I don't understand what you're trying to say about a texture artist making them look the same.

What you need to do with this model is put it on top of the low polygon model then run it through projection mapping or a program like xnormal, so you get the high polygon details exported as a normal map, to enhance the detail of the low polygon model in UDK.

Edit: By the way you need to fix your moddb page because at the moment any user can add news and images.


[Updated on: Wed, 01 August 2012 09:47]

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Re: Tiberian Dawn: The First Strike [message #472582 is a reply to message #472563] Wed, 01 August 2012 11:09 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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aircraftkiller wrote on Wed, 01 August 2012 08:20

Showing off a high-poly model that won't be put in UDK, doesn't know what retopologizing is, takes "donated" models... Won't accept valid criticism... This game design thing doesn't seem to be your forte, sir.


It's not like the low poly is going to be a box or something, they look pretty much the same, if i hadn't said anything noone would have known. You didn't talk about retopologizing and I didn't make the model, Yes i take "donated" models, its a kind gesture and its helpful as well. I will accept valid criticism but you never once said anything about what I did, you only focused on what I didn't do, it seems to be rather biased criticism to me. And no, its not my forte and i dont expect it to be.

generalcamo wrote on Wed, 01 August 2012 08:31

1. You missed the ENTIRE point of the post. He said "Why are you showing these models when you are not even going to use them," not "Why are you showing us these models? They suck."

2. Your mod has no Creative Direction. Each asset is COMPLETELY different in art style from another. As such, when the models are actually ingame, it will look terrible.

3. Really? Show us your "team." You better have at least the following:

A 3d artist (Taking assets from other mods unless you have their 3d artist on your team is a TERRIBLE idea)
An Environmental Artist
A Character Artist
An Animator
A 2d Artist
A Programmer

If you are missing one or more of these people, then your mod will never get out of the concept/planning stages.


1. It's not like the low poly model is going to be completely indistinguishable, if i didn't tell you it was the high poly you wouldn't have been the wiser when the low poly was textured.

2. What models, the only model on our indiedb that we've worked on is the m2, the other four were a donation, they have to be reworked because yes, we are aware they will not look right.

3. 3D Artists: Rastko Tojagic, Kristian Marinov (It's better to have a base to work with than to start from the ground up, and you never look a gift horse in the mouth anyway)

Environmental Artist: We don't have one

Character Artist: We had one, but he left

Animator: Deepak Dangwal

Concept Artist: Filip Radulescu

Texture Artist: Alexis List

Programmer: We had two, but they left because they didnt have very much to work with.

We're working in stages, first we finish the models, then we start making maps and programming.


[Updated on: Wed, 01 August 2012 11:15]

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Re: Tiberian Dawn: The First Strike [message #472592 is a reply to message #433126] Wed, 01 August 2012 13:07 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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You know, it's pointless giving you advice because you obviously don't want to take it. If all you're here to do is show off a mod that's made absolutely no real progress, well, here's a hint: Anyone who touches a 3D program can model; people who can paint their models and rig them are far more difficult to find.

You've been working on this mod/game for over a year and have very little to show for it, except for some mismatched model aesthetics due to them being "donated" to you. If you want to brush off my advice, that's fine. I've only been doing this for 10 years, studied game design for four years, and work full time in simulation - I clearly have no fucking clue here.

Good luck with your mod/game. You will definitely need a lot of it to get past the "show untextured models" stage.
Re: Tiberian Dawn: The First Strike [message #472597 is a reply to message #472592] Wed, 01 August 2012 15:20 Go to previous messageGo to next message
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Aircraftkiller wrote on Wed, 01 August 2012 13:07

You know, it's pointless giving you advice because you obviously don't want to take it. If all you're here to do is show off a mod that's made absolutely no real progress, well, here's a hint: Anyone who touches a 3D program can model; people who can paint their models and rig them are far more difficult to find.

You've been working on this mod/game for over a year and have very little to show for it, except for some mismatched model aesthetics due to them being "donated" to you. If you want to brush off my advice, that's fine. I've only been doing this for 10 years, studied game design for four years, and work full time in simulation - I clearly have no fucking clue here.

Good luck with your mod/game. You will definitely need a lot of it to get past the "show untextured models" stage.


I'm not brushing off your criticism, i welcome criticism. But just because you know what you're doing does not mean you get to be a total asshole. If you actually want to help someone, act like it isntead of just constantly insulting me. You don't sugarcoat what you say and i respect that, but not everything im trying to do can be as Godforsaken as you make it sound.

EDIT: I'm sorry if I sound like that, but im trying to do something that i think people would enjoy and all I ever get are negative comments and it's very frustrating.


[Updated on: Wed, 01 August 2012 15:23]

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Re: Tiberian Dawn: The First Strike [message #472603 is a reply to message #472597] Wed, 01 August 2012 17:18 Go to previous messageGo to next message
Ethenal is currently offline  Ethenal
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Bfranx wrote on Wed, 01 August 2012 17:20

Aircraftkiller wrote on Wed, 01 August 2012 13:07

You know, it's pointless giving you advice because you obviously don't want to take it. If all you're here to do is show off a mod that's made absolutely no real progress, well, here's a hint: Anyone who touches a 3D program can model; people who can paint their models and rig them are far more difficult to find.

You've been working on this mod/game for over a year and have very little to show for it, except for some mismatched model aesthetics due to them being "donated" to you. If you want to brush off my advice, that's fine. I've only been doing this for 10 years, studied game design for four years, and work full time in simulation - I clearly have no fucking clue here.

Good luck with your mod/game. You will definitely need a lot of it to get past the "show untextured models" stage.


I'm not brushing off your criticism, i welcome criticism. But just because you know what you're doing does not mean you get to be a total asshole. If you actually want to help someone, act like it isntead of just constantly insulting me. You don't sugarcoat what you say and i respect that, but not everything im trying to do can be as Godforsaken as you make it sound.

EDIT: I'm sorry if I sound like that, but im trying to do something that i think people would enjoy and all I ever get are negative comments and it's very frustrating.

Just ignore ACK, he likes being a dick to people that aren't being dicks back


-TLS-DJ-EYE-K wrote on Mon, 18 March 2013 07:29

Instead of showing us that u aren't more inteligent than a Toast, maybe you should start becomming good in renegade Thumbs Up

Re: Tiberian Dawn: The First Strike [message #472606 is a reply to message #472603] Wed, 01 August 2012 18:27 Go to previous messageGo to next message
Bfranx is currently offline  Bfranx
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Ethenal wrote on Wed, 01 August 2012 17:18

Bfranx wrote on Wed, 01 August 2012 17:20

Aircraftkiller wrote on Wed, 01 August 2012 13:07

You know, it's pointless giving you advice because you obviously don't want to take it. If all you're here to do is show off a mod that's made absolutely no real progress, well, here's a hint: Anyone who touches a 3D program can model; people who can paint their models and rig them are far more difficult to find.

You've been working on this mod/game for over a year and have very little to show for it, except for some mismatched model aesthetics due to them being "donated" to you. If you want to brush off my advice, that's fine. I've only been doing this for 10 years, studied game design for four years, and work full time in simulation - I clearly have no fucking clue here.

Good luck with your mod/game. You will definitely need a lot of it to get past the "show untextured models" stage.


I'm not brushing off your criticism, i welcome criticism. But just because you know what you're doing does not mean you get to be a total asshole. If you actually want to help someone, act like it isntead of just constantly insulting me. You don't sugarcoat what you say and i respect that, but not everything im trying to do can be as Godforsaken as you make it sound.

EDIT: I'm sorry if I sound like that, but im trying to do something that i think people would enjoy and all I ever get are negative comments and it's very frustrating.

Just ignore ACK, he likes being a dick to people that aren't being dicks back


Well I don't know him personally, but that's what it would seem like....


Re: Tiberian Dawn: The First Strike [message #472645 is a reply to message #433126] Thu, 02 August 2012 06:43 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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If you really want to see negative comments, take this thread over to Polycount.com and post it there. If you really want your team to get better, you'll put aside the ego and excuses. That shit won't fly in the UDK community. Next-gen art is demanding. There is nothing that you're doing that other artists haven't done before you. You obviously have a lot to learn if you want this to ever get off the ground.

Anyone criticizing you right now is being tame compared to what Polycount will tell you about your models. If you'd rather play the woe is me card instead of shrugging off the Horribly Offending Internet Criticism and improve your work, you'll be laughed at in next-gen development. If people didn't want you to improve, they wouldn't waste their time giving you criticism at all. Think about that for a while before you respond again.
Re: Tiberian Dawn: The First Strike [message #472663 is a reply to message #472645] Thu, 02 August 2012 11:51 Go to previous messageGo to next message
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Aircraftkiller wrote on Thu, 02 August 2012 06:43

If you really want to see negative comments, take this thread over to Polycount.com and post it there. If you really want your team to get better, you'll put aside the ego and excuses. That shit won't fly in the UDK community. Next-gen art is demanding. There is nothing that you're doing that other artists haven't done before you. You obviously have a lot to learn if you want this to ever get off the ground.

Anyone criticizing you right now is being tame compared to what Polycount will tell you about your models. If you'd rather play the woe is me card instead of shrugging off the Horribly Offending Internet Criticism and improve your work, you'll be laughed at in next-gen development. If people didn't want you to improve, they wouldn't waste their time giving you criticism at all. Think about that for a while before you respond again.


I've posted on Polycount already, and I must admit I was expecting at least some sort of reception. I honestly do want the team to get better, but I don't know what ego you're talking about, and I'm not making excuses, i'm trying to explain the situation.

I'm not playing the "woe is me" card, and i'm trying to improve my work. Maybe you don't understand the differences between you and I. You have studied in this field, for many years as you've already said. This game started when i posted an idea on bluehell, I didn't know anything, ANYTHING about making a game. Everything I know right now i've learned on the spot while making this game. You expect me to improve, when I already don't know what the hell i'm doing. I know I should have the knowledge to apply what you're telling me, but I jumped into the development circle with an idea, and i've been lucky so far.

I'm not asking for your sympathy, I just thought I should let you understand how difficult this is. And for the record, I think im the only person to make a game with no knowledge whatsoever about making a game.


[Updated on: Thu, 02 August 2012 12:26]

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Re: Tiberian Dawn: The First Strike [message #472672 is a reply to message #433126] Thu, 02 August 2012 14:25 Go to previous messageGo to next message
Aircraftkiller is currently offline  Aircraftkiller
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I'm not making excuses

i'm trying to explain the situation.

--

That's an excuse. You're telling me you're unable to do it because of your current team makeup. Your first step to fixing the derailment of your project would be to admit that you're going about this process the wrong way. There are a number of missteps you're making, including the continued excuses as to why it isn't getting done. Nobody wants to know why it isn't getting completed. They want to see results, otherwise your programmers wouldn't have quit and the public interest wouldn't continue waning.

I started working on games in 2002 when I began modding this engine. I made most of my first environment in Renegade without knowing how to rotate my viewport in Max. I got ripped on, made fun of, and occasionally got good criticism that I used to get better. In almost every insult, there's some hidden gem of information you can use to get better, even if it's generic - "your shit sucks = get better" "that looks like ass = improve the visuals", etc. If you just let yourself be offended by Words On A Screen and ignore the content and motivation behind them, you'll never really get very far. You'll give up, frustrated and butthurt over a lack of progress and the fact that nobody gives a shit about your work.

Apparently you've already identified your problem: You're trying to lead a game/mod without any clue on what to do. Might I suggest that you read into what a "lead producer" does? Here's a hint: They do more than be "ideas guys" who depend on everyone else to get the work done for them. If you want an example, look at APB. It's stagnating because the leadership is comprised of "ideas guys" and nobody who can actually get the work done. You have a team of people who think of things to add, but no artists to add it in a timely manner.

Do you notice the correlation between the year of sparse updates you've made and their year of sparse updates? You both lack artists.
Re: Tiberian Dawn: The First Strike [message #472673 is a reply to message #472672] Thu, 02 August 2012 14:47 Go to previous messageGo to next message
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Aircraftkiller wrote on Thu, 02 August 2012 14:25

I'm not making excuses

i'm trying to explain the situation.

--

That's an excuse. You're telling me you're unable to do it because of your current team makeup. Your first step to fixing the derailment of your project would be to admit that you're going about this process the wrong way. There are a number of missteps you're making, including the continued excuses as to why it isn't getting done. Nobody wants to know why it isn't getting completed. They want to see results, otherwise your programmers wouldn't have quit and the public interest wouldn't continue waning.

I started working on games in 2002 when I began modding this engine. I made most of my first environment in Renegade without knowing how to rotate my viewport in Max. I got ripped on, made fun of, and occasionally got good criticism that I used to get better. In almost every insult, there's some hidden gem of information you can use to get better, even if it's generic - "your shit sucks = get better" "that looks like ass = improve the visuals", etc. If you just let yourself be offended by Words On A Screen and ignore the content and motivation behind them, you'll never really get very far. You'll give up, frustrated and butthurt over a lack of progress and the fact that nobody gives a shit about your work.

Apparently you've already identified your problem: You're trying to lead a game/mod without any clue on what to do. Might I suggest that you read into what a "lead producer" does? Here's a hint: They do more than be "ideas guys" who depend on everyone else to get the work done for them. If you want an example, look at APB. It's stagnating because the leadership is comprised of "ideas guys" and nobody who can actually get the work done. You have a team of people who think of things to add, but no artists to add it in a timely manner.

Do you notice the correlation between the year of sparse updates you've made and their year of sparse updates? You both lack artists.


Oh there's no problem with the team, they know exactly what they're doing, in fact I pm'd you something you might be interested in. As for what you're saying, I understand that I personally have a lot of things i need to do to help this project, but the modelers we have right now, they're doing great, and our texture artist is working on the finished models as we speak, and our concept artist is working on the characters. So, although it may take a while with such a small team, im confident we can get some things done.

EDIT: That's not to say im content with being an ideas man, but I have a lot to learn before i can really contribute something good.


[Updated on: Thu, 02 August 2012 14:50]

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Re: Tiberian Dawn: The First Strike [message #472675 is a reply to message #433126] Thu, 02 August 2012 15:01 Go to previous messageGo to previous message
Aircraftkiller is currently offline  Aircraftkiller
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As I said to you privately, that rocket launcher could easily be optimized. Normal maps would do most of the work on that low-poly model, but you have it set up for being smoothed instead of having normals projected onto it.

/Also, you have rounded edges on sharp metallic pieces...
//Your artists need to learn what normal mapping is and the reason why you create high-poly models
///http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/next-gen-weapon-creat ion-day-1-the-high-poly-model/

[Updated on: Thu, 02 August 2012 15:03]

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