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New Rocks Pack
Old 10-12-2009, 02:24 PM  
Rexy
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Default New Rocks Pack

New Rock Models!

Release: Nov 04, 2009
Author: Meshes, LOD models, And Collision Meshes by Alex Kreeger. Textures modified from Valve Software's Textures.
E-mail: Kreeger242@live.missouristate.edu
Version:...

Last edited by Rexy; 12-30-2009 at 04:46 AM..
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Old 10-13-2009, 08:24 AM   #20
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How about seperate builders also? Then people can merge those rocks into 1 larger one. It allows much more variety. prop_statics are cheap to use in a map so if there are 10 more rock models which can increase the detail alot then its welcome.
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Old 10-13-2009, 08:57 AM   #21
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To be honest, some reskins of the alpine rocks would probably help out a little as well, since there are a nice selection of medium sized rocks in the forest directory that only have the one skin (grey). Whilst all the desert rocks are tall and pointy, or just a pile of tiny stones.

As for more original rocks, simply a wider selection of medium sized rocks would be ideal. Anything from 64x64x64 to 512x512x512 and variations there of (64x128x256 etc etc etc). They're only rocks, you don't have to be too specific, otherwise you'll get the same problem you're trying to solve; that they become familiar.
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Old 10-13-2009, 10:22 AM   #22
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I agree that maybe they are a bit low poly (easy to see tris) but that could be the renderer too, phng in game would probably look smoother on those rocks.
Those might even work for lod models pretty good, Valves lod models are pretty ugly/low poly. I hate when they 'pop' in view.

I like the shape, TF2 doen't have any round boulders like that. Skins would be awesome.

Make sure you have different hieghts for different classes. Stock rocks have 'steps', some all classes can climb, some are scout only...
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Old 10-31-2009, 07:14 AM   #23
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Some WIP screens of desert style rocks I am working on...here's 5!

The lightwave open GL doesn't make the props look that great, but I can't complain too much.

PS: I love being stuck at work, the graveyard shift, so I can sit here and model on my 10 inch laptop. *snooze*






Last edited by Rexy; 10-31-2009 at 07:44 AM..
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Old 10-31-2009, 07:51 AM   #24
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The all look great!

I have to say though that #3 and #4 looks slightly like clay rather than rock (shape wise, not texture). Could use a few more sharp edges like those seen in the last picture imo.

Still, good job mate, I love em
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Old 10-31-2009, 07:53 AM   #25
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Quote:
Originally Posted by Ravidge View Post
The all look great!

I have to say though that #3 and #4 looks slightly like clay rather than rock (shape wise, not texture). Could use a few more sharp edges like those seen in the last picture imo.
I agree.

The process makes more sense each time.
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Old 10-31-2009, 11:40 AM   #26
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did you create these textures from scratch or use some kind of tf2-base to work off from ?
if the first should be the case, care to ellaborate ?
cause i tried rocks quite some time, but the texturing got my bowed, kinda :/
and your textures kinda differ from model to model on this one, could this be true ? the last one has the nice painterly style, the rest is very noisy.
but shape-wise you're almost there, with the style. last and first version has it, rest is a bit blobbish ^^
keep on pushing and i think with the rocks it's best to have them shown ingame, cause i don't like the tf2-ones in the model viewers, but ingame, they really shine a light
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Last edited by Acumen; 10-31-2009 at 11:43 AM..
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Old 10-31-2009, 02:13 PM   #27
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Update, better textures, and reworked meshes, should look better. I'll have more rocks next time around.







Acumen, I'm using stock tf2 textures with some blending modes in PS, multiply and overlay. With baked AO of course.

Last edited by Rexy; 10-31-2009 at 02:23 PM..
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Old 10-31-2009, 02:30 PM   #28
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The last one looks the best.
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Old 10-31-2009, 02:32 PM   #29
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I think you have to round corners on your rocks. The last one is the one that looks closest to the the original rocks, since it has more visible edges. Not sure if this is what you wanted tho.
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