Author : JasonLavoie

TF2: Polycount Pack

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StrangeFate's Avatar
Old (#1)
Spent some time doing new renders for some of the hipoly Dark Sector models, some of which you might have already seen.
I also did almost half of the world textures in the game and a large portion of environment meshes and scenes.

After 8 years... it's done!. I'm tempted to post some of the old 256x256 textures and stuff from back when it was an MMO to have a nice timeline going...





















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Sean McBride's Avatar
Old (#2)
beautiful! how much time did they give you on a prop such as the one at the very top?
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Xenobond's Avatar
Old (#3)
Now THAT'S Roman, son!
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MartinH's Avatar
Old (#4)
DAMN, second. damn again, third!

You know you're good, so i'll just leave it at that =D

rock on, and bake more cookies!
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notman's Avatar
Old (#5)
You know, threads should warn you before they blow your mind.... awesome details and work there.
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cochtl's Avatar
Old (#6)
[ QUOTE ]
Spent some time doing new renders for some of the hipoly Dark Sector models, some of which you might have already seen.
I also did almost half of the world textures in the game and a large portion of environment meshes and scenes.

After 8 years... it's done!. I'm tempted to post some of the old 256x256 textures and stuff from back when it was an MMO to have a nice timeline going...



[/ QUOTE ]

Please do. Actually, post some art from every year to see the game's progression. It would be a wonder to see what it started out as to what it has now become. And awesome work btw [img]/images/graemlins/wink.gif[/img]
-=!Rock On!=-
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JordanW's Avatar
Old (#7)
pretty [img]/images/graemlins/smile.gif[/img] I like the spaceship work.
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rooster's Avatar
Old (#8)
lovely stuff! and nice engine too by the looks of it..
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vahl's Avatar
Old (#9)
cool stuff dude, although I think the ingame shot's lighting isn't doing your models/textures justice, post some more stuff dude, your buildings and unique pieces are awesome too.

good job spaniard, don't let your head inflate too much though.
and you better bake me some cookies when I'll come visit you [img]/images/graemlins/laugh.gif[/img].
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MightyPea's Avatar
Old (#10)
For the amount of work you put into the highpoly models (especially since you sub-d model so much of it), I don't think the ingame came out very well. It works, but I'm sure it could've worked just as well with less time and effort. Although I also gather you're quite comfortable and effecient with sub-d modeling, so don't take this to mean 'sculpt more'. I think the textures and lighting could use a lot of work to bring out the detail and quality of the source models.
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vahl's Avatar
Old (#11)
iirc, the statue ingame render is just the diffuse and ambocc, no spec or normal or lighting there, the ingame model itself looks much better than that and looks more detailed too.
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EarthQuake's Avatar
Old (#12)
Yeah that definitely dosent look like it was rendered with all the maps, so show the final result!
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StrangeFate's Avatar
Old (#13)
Hey all... ill try to dig up some old screens and stuff from the old days... should be funny.

The statue is only showing the selfilluminated colormap yes, no normalmap or lighting there. I'll see if i can dig up a decent screenshot... the only one i have is from when the engine still used stencil shadows and things generally rendered horribly (the statue is old).

Sean - that prop took about a week i think, with the lowpoly version and skin. I already had the lion and gargoyle faces plus some of the small details done so...

...and i shall bake more cookies indeed, it was kinda fun.
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commander_keen's Avatar
Old (#14)
Thats some insane modeling man. How much is sculpted?
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kary's Avatar
Old (#15)
Very nice stuff, look forward to seeing more shots [img]/images/graemlins/smile.gif[/img]
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Keg's Avatar
Old (#16)
Quality work as usual StrangeFate
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MoP's Avatar
Old (#17)
Really cool stuff Strangefate, very clean and detailed highpoly stuff, and the textures look great too. Awesome work!

The only one I think is a bit weird is the texture for the woman statue, with the large dark section in the middle, doesn't seem natural or make much sense to me, but what do I know [img]/images/graemlins/smile.gif[/img]
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Ged's Avatar
Old (#18)
beautiful!

are those horses smoking cigars he he (I know its fountain...but still :P)
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SHEPEIRO's Avatar
Old (#19)
very nice art, but agree that the engine doesnt show it of to its true potential, one thing i noticed is a lack of colour in the shadow renders, like its rendered with a white ambient or similar, if the shadows in the render had more colour to them it would have more zing.

also that floor is either suffering some nasty mipmapp-ing issue (engine)

i dont want to nit pick though, blame that beer/crunch mix
anistropic
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Pedro Amorim's Avatar
Old (#20)
oh man! thats some awesome modeling right! modo ftw, aint' that right strangeafte?
Is everything subd's? or is there some parts that are straight poly work?
would love to see some more shots with pre subd mesh, and aother pics you think you shouyld should regarding tecniques.
Once again. awesome work man.
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StrangeFate's Avatar
Old (#21)
No worries. The lighting isnt setup, the screenshots were taken from my testscene, where stuff goes as i work on it.
I can affect the colors of the shadows (which are always very stark in the engine either way) by changing the ambient color, but it also tints the whole scene quite drastically and makes it impossible to work on the textures/materials...

The mip mapping issue is from working with the specs and settings the final game will have, basically what you see there is what you get, no fake hires stuff [img]/images/graemlins/smile.gif[/img] (even tho it sure would be better for pimping stuff).

Mop - I just thought it looked more unique and rich than bland stone [img]/images/graemlins/smile.gif[/img]

Commander - The horses are the only sculpted thing.
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StrangeFate's Avatar
Old (#22)
bitmap - The spaceships are straight polys, the rest SubD.

And now... DarkSector the MMO!

I got some stuff together from 8 years ago!
A small selection of the hundreds of textures i did for it, and a ingame screenshot... i didnt do the geometry, it just happens to use all my textures.
I still have tons more stuff, but its not mine and not for me to post [img]/images/graemlins/smile.gif[/img]



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SHEPEIRO's Avatar
Old (#23)
the engine needs some anistropic filtering then,

on the shadow side have you tried altering the main light colour to compensate for the colour tint in the ambient. (ie if you have a blue ambient add the same amount of red and green to the directional, or remove the same amount of blue from the directional leaving no tint in the lit parts but saturated shadows)

obviously doesnt always work very much depends on the intracasys (SP) of the engine/rendering tech

nice drawn 256s
anistropic
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vahl's Avatar
Old (#24)
the engine has aniso filtering, but this shot I think was taken after the console optimization state which means the mipmaps were forced (you had to alter the config to show them at full rez, but your memory would then be overflown and your PC would die slowly in a painful and long agony).

as for the shadow, I believe that is from his testcube scene, thus no ambient lighting, we could easily color shadows with post processing and ambient light aswell as backlighting (as shown in the game and in some of the awesome shot Mario still has under the sleeves.
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Vassago's Avatar
Old (#25)
Awesome work, Strange. The highres modeling is unbelievably good. I'd have to agree with vahl's first post though - the in game lighting doesn't do your work justice. In fact, it makes it look worse than it actually does. It's very drab, sharp lighting [img]/images/graemlins/frown.gif[/img]
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