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3d models development

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Johnnybravo:
You seriously need to get devs to add support for gloss mapping ( simple specular highlight masked with texture ), it's cheap, and it'd fix metal surfaces looking dull on those screens. I'm just not sure if D3D allows to increase specular component on mapped surfaces, as OGL does, because without it, specular part of light is barelly visible.
EDIT: Agreed with guy bellow, just need to make some LOD so that there'd be something available for those without enough horsepower.

marcek1989:
Hey guys check it topic and look model http://fodev.net/forum/index.php?topic=670.msg101243;boardseen#new

What do you think? IHMO this model is better than Van Buren. Why? Because it's more Fallout style, position etc. Check screenshots and compare.







Model VB as a very distinguished from the environment F1/F2. It would be good to 3D models were very similar to those of 2D sprites, but to capture the possibility of creating different characters (hair, body, mustache, face, skin, etc.).

Lexx:
A model is worth nothing, if the animation is wrong. The model above would just look like the Van Buren models, if you take the Van Buren animations.

In short: Beside the models, also animations are needed to make it look more like the characters from the original game.

Gray:

--- Quote from: marcek1989 on December 28, 2010, 03:49:12 pm ---What do you think? IHMO this model is better than Van Buren. Why? Because it's more Fallout style, position etc.
--- End quote ---
I don't think that 3-feet wide shoulders is a major attribute of Fallout style, it's more a super-hero comics style. As for me, Fallout style consist of typical post-apocalyptical clothes and weapon styles.
VB models just looks a little more realistic.

wezu:
What about those bloody animations, where limb are lost etc? Won't that be a problem with a continuous, soft skinned mesh?

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