Inyri Posted December 19, 2012 Author Posted December 19, 2012 wait... I just noticed, Inyri has a moustache on her avatar >.> and im guessing the viewer uses java? im just guessing hereFINALLY. Now I can change it back. It's been that way for weeks. Caelum and CaptainChar like this
Milamber Posted December 19, 2012 Posted December 19, 2012 What moon said. Btw is this an example of Inyri acting girly? You know classic "did you notice i changed my hair?" thing? xD I mean no disrespect. It's chocolate, don't hurt me. CaptainChar likes this
Inyri Posted December 20, 2012 Author Posted December 20, 2012 Do most girls want you to notice that they changed their facial hair? CaptainChar likes this
Inyri Posted December 28, 2012 Author Posted December 28, 2012 Did some more work on the part covering the barrels:
Inyri Posted January 4, 2013 Author Posted January 4, 2013 Slow but steady. The last bits are going to be the boring part, so they're taking longer.
Inyri Posted January 4, 2013 Author Posted January 4, 2013 Also, updated render of the geth with the gun. 8)
Inyri Posted January 6, 2013 Author Posted January 6, 2013 More updates. Still going slow, but I'm determined to finish. And because I haven't posted it in a while... I picked 512x512 because that's what the ingame texture is, but I didn't take into consideration that Bioware mirrored almost everything and I didn't so my textures are effectively at a much smaller resolution. Oops, but on the other hand this is turning out to be a very helpful challenge for me.
eezstreet Posted January 6, 2013 Posted January 6, 2013 One thing that irks me: the area around the N7 logo is a bit blurry, so the logo isn't quite as crisp as it should be. That, and the big black bolt on the scope are the only two flaws I see so far. I'd honestly say though that given the size of the object you're UV mapping for, there's no real harm in upping the texture resolution to 1024x1024, since the model has to be rendered in first person as well, and LODs (or lack thereof, rather) will be the majority of the FPS draw.
Inyri Posted January 6, 2013 Author Posted January 6, 2013 You can't just up the texture resolution and have it magically be crisper -- it doesn't work that way. In fact it would likely get more blurry because it would have to add pixels itself, unless I retextured the whole thing which isn't going to be happening, believe me. The resolution it's at is the resolution it's going to stay at. Next model we can try a higher resolution map. To be honest, as I said, if I had mirrored pieces 512 would've been just fine. The actual texture from Mass Effect 3 is only 512.
minilogoguy18 Posted January 10, 2013 Posted January 10, 2013 You already know I'm gonna say the textures look awesome, so close to being done, keep going.
Inyri Posted January 13, 2013 Author Posted January 13, 2013 Worked more on it tonight. Will be done soon. Ish. ME3 N7 Valiant (click to view in 3D)
CaptainChar Posted January 15, 2013 Posted January 15, 2013 I step away, addicted to borderlands 2, and Inyri makes progress, hmph
Inyri Posted February 8, 2013 Author Posted February 8, 2013 And with that, folks.... https://jkhub.org/files/file/1463-n7-valiant/ Also, finalized model is updated on sketchfab. ME3 N7 Valiant (click to view in 3D) Sentra and Fighter like this
Milamber Posted February 8, 2013 Posted February 8, 2013 To infinity and beyond Good work Inyri ^^ looks quite professional.
Szico VII Posted February 8, 2013 Posted February 8, 2013 My only thought is that (using that 3d viewer anyway) the textures look quite low resolution. Otherwise, yum. Also there appears to be z-fighting around the rear trigger support and the hole at the back.
Inyri Posted February 9, 2013 Author Posted February 9, 2013 Is the viewer bugged or am I seeing some z-fighting in the handle and the stock? And yes agree, great way to show the model Yeah no z-fighting on the model -- that's just the viewer. That was the first thing I noticed myself lol. Wouldn't be any, because that was all 1 mesh before I split it into multiple objects. My only thought is that (using that 3d viewer anyway) the textures look quite low resolution. Otherwise, yum. Also there appears to be z-fighting around the rear trigger support and the hole at the back. Z-fighting is a product of the 3d viewer I believe.So... yeah.
Szico VII Posted February 9, 2013 Posted February 9, 2013 The texture resolution isn't caused by the viewer though?
Inyri Posted February 9, 2013 Author Posted February 9, 2013 Feel free to read the thread so I don't have to answer the same questions over and over again.
Szico VII Posted February 9, 2013 Posted February 9, 2013 Yeah I'm not going to read 7 pages of threads, I don't care that much. Pity you couldn't spent your time clarifying instead of wasting it writing yet another condescending comment.
minilogoguy18 Posted February 9, 2013 Posted February 9, 2013 512* to me is plenty for a gun model, yeah a picture from a 3d viewer/modeling program will be covering your screen making the resolution noticeable but in game a 512* and a 1024* will look the same on a model that size unless you're playing around with camera controls intentionally trying to look at it up close. Making a low poly model with low resolution textures look good is WAAAAAAAAY more pro than just craming it with detail, it's a game not a large budget CG movie. Inyri likes this
Szico VII Posted February 10, 2013 Posted February 10, 2013 Nobody was arguing why she picked her own method, just how she responds when someone asks a question (albeit brought up before). I still think it looks "low-res" regardless of how 'pro' it is to use low res. But thanks for clarifying why without being snotty.
Inyri Posted February 10, 2013 Author Posted February 10, 2013 Aww I think I hurt Szico's feelings for expecting him to read the thread he's posting in. I'll repent tomorrow at church.
minilogoguy18 Posted February 10, 2013 Posted February 10, 2013 May seem low rez to you but IMO I think she splurged, mostly on polies but the texture map is a perfect size for a large rifle.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now