Where we post about what and how much time we've spent with the mod related development

Warb's log

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warb_null

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Warb's log

by warb_null » 18 Nov 2010, 18:50

put me down for four hours.

Can i slack of for a month now ;)

Oh, and the result.
http://www.moddb.com/mods/fwtow/images/ugly

Credit to the original creators of the X-wing and TIE-interceptor
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w0dk4

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Re: Warb's log

by w0dk4 » 18 Nov 2010, 19:22

Wow, thats epic!
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Cheeseontoast

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Re: Warb's log

by Cheeseontoast » 18 Nov 2010, 20:09

Thats sick! :mrgreen:
Wheres my taco?
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Sushi

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Re: Warb's log

by Sushi » 18 Nov 2010, 23:22

amazing!!
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warb_null

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Re: Warb's log

by warb_null » 13 Dec 2010, 18:33

I'm starting to regret all the details.
Spend a couple hours UV-ing and not making much progress despite much of the original UV still being intact.
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FriendlyFire

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Re: Warb's log

by FriendlyFire » 15 Dec 2010, 01:00

Just out of curiosity...

Would it be easier for you to rebuild/trim down the model and keep the hi-poly version as a normal map generator? Because it seems a little polygon heavy :P
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warb_null

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Re: Warb's log

by warb_null » 15 Dec 2010, 18:09

I don't know how poly heavy is acceptable. It now has 16461 faces. A lot of it comes from the original X-wing and TIE, though i added a fair share.

It could be reduced / optimized a bit if needed.

What do you mean by normal map generator ? I didn't know a normal map can be made from a mesh
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w0dk4

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Re: Warb's log

by w0dk4 » 15 Dec 2010, 18:24

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FriendlyFire

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Re: Warb's log

by FriendlyFire » 15 Dec 2010, 23:11

Something must've really been lost in translation because normal maps were specifically designed to be made using a high-poly reference mesh... Doing it by hand is the opposite of what was supposed to happen :P
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warb_null

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Re: Warb's log

by warb_null » 25 Mar 2011, 20:04

A bit late with the weekly log :mrgreen:
I've been a bit busy with last minute Republic at War modeling but i've finaly found some time to finish the Z-Ceptor.
I posted a pic on moddb with the result. I hope you'll like it.
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