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Model Ge u25b
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05-29-2010, 10:39 AM
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Sel is offline
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Ge u25b
GE-U25B
Archive Contains :
3 Textures (2048x2048) (Neutral, Red, Blue)
1 Normal map (2048x2048)
1 GE-U25B Model with 2 LODs & Collision mesh
1 GE-U25B Skybox Model
Author(s) :
David "Selentic"...
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cp_harbour
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Last edited by Sel; 06-17-2010 at 10:32 AM.
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06-08-2010, 06:37 PM
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#40
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Being bad feels pretty good!
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Quote:
Originally Posted by Rexy
It's called a budget. The payload cart is a high focus, gameplay oriented object. And it's not 14k triangles, it's closer to 11.5k, which let me tell you, is a big difference. The problem with your theory on "This is 2010", is that not every object is gameplay oriented. What you're missing is that you've created a detail object with the focus of a gameplay object. If you make all your models like this (and so far, that's exactly the kind of work you do), then you easily go over budget without even trying.
Oh, perhaps if you were making this for a game in another engine, something that wasn't multiplayer, and if I were your art director, I would let it slide...then again we'd be using normal maps for objects in the game and this wouldn't even be an issue in the first place. But you're not, you're working with the Source engine, so don't even give me that bullshit.
Every time I see your work it's painful to look at because you don't comprehend the idea of a budget. And you also don't pay any attention to the stylistic aspect of tf2, or the time period of the game, and you walk around talking about stuff with this high and mighty know it all attitude that you and a few members of this community could do without.
If you were my art director you would be defining some budgets, but you're not my art director, and I define my own budgets, and if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.
Now, when you talk about the time period of the game, I can't tell if you're telling me to model like it's 2006 and not to bother going above and beyond the typical tf2 game art , or whether you're actually telling me I don't pay attention to what objects fit in the tf2 timeline. In either case I shouldn't have to tell you that that is absolutely fucking ludicrous.
As for the payload cart, you're right, it is 11.5K.
Quote:
Originally Posted by Bob Ross
also as for the optimization issue i think that most (if not all) of the little ridges on the sides and on the stairs can be done just as nicely with textures. its a beautiful model but they have a point. its a little too good looking. and all those little ridges wont be missed when the train runs you down or you're defending a point from an incoming uber in the heat of battle.
They will be, all of the pictures I've posted are of the high poly, those ridges are not geometry in the low poly.
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Last edited by Sel; 06-08-2010 at 06:39 PM.
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06-08-2010, 06:49 PM
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#41
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Currently On: Extra Strength Tylenol
Lancey is offline
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Quote:
Originally Posted by Selentic
If you were my art director you would be defining some budgets, but you're not my art director, and I define my own budgets, and if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.
Now, when you talk about the time period of the game, I can't tell if you're telling me to model like it's 2006 and not to bother going above and beyond the typical tf2 game art , or whether you're actually telling me I don't pay attention to what objects fit in the tf2 timeline. In either case I shouldn't have to tell you that that is absolutely fucking ludicrous.
As for the payload cart, you're right, it is 11.5K.
Selentic's right. It's his standards. If your processor can't handle his incredible background art then you don't have to use it in your map.
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06-08-2010, 06:54 PM
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#42
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Old Hat
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Quote:
Originally Posted by Selentic
if I feel that 21K is what I need for this model to make it up to my standards, then that's what I'm damn well going to use.
Your standards are clearly too high for TF2. Perhaps this is a sign you should be pursuing your art in an engine that is better optimized for meshes, like UT3.
I'm sure this will be a great portfolio piece, but as I told you in chat, nobody who knows what they're doing is actually going to put it in their map.
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06-08-2010, 08:28 PM
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#43
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Being bad feels pretty good!
Sel is offline
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Quote:
Originally Posted by Shmitz
Your standards are clearly too high for TF2.
I seriously doubt that, higher than the standard perhaps, but definitely not unreasonable for tf2.
As for using another engine, If ut3 was remotely good, I would be there in an instant. Fact is, tf2 is a game I enjoy playing and until I'm ready to pursue making a full out udk mod, this is where I'd prefer to practice modeling. If you don't agree with my standards, that's fine, no one is forcing you to use my work.
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06-08-2010, 08:35 PM
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#44
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Currently On: Extra Strength Tylenol
Lancey is offline
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Quote:
Originally Posted by Selentic
As for using another engine, If ut3 was remotely good, I would be there in an instant. Fact is, tf2 is a game I enjoy playing and until I'm ready to pursue making a full out udk mod, this is where I'd prefer to practice modeling. If you don't agree with my standards, that's fine, no one is forcing you to use my work.
Have you ever used the Unreal engine before? That shit is crazy. As of yet, it's probably the best engine on the market. That being said, if you'd like to model for TF2 you have to understand that if you want your model in a map you have to stick to a budget for background models.
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06-08-2010, 11:02 PM
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#45
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L3: Junior Member
eyefork is offline
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Just model for the new Source engine. It'll be announced next week.
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06-08-2010, 11:08 PM
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#46
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Wall Staples
Okrag is offline
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Considering this is a model that will most likely be passing through the map at high speeds I don't think anyone will notice a little less detail. As for when it is not, no one says you can't release 2 versions.
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06-09-2010, 07:12 AM
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#47
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Being bad feels pretty good!
Sel is offline
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Alright, I seem to be the minority here.
gonna go for 12k~
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06-09-2010, 07:22 AM
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#48
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Veteran Member
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Quote:
Originally Posted by Rexy
And you also don't pay any attention to... the time period of the game
Let's click on the link he provided in the opening post shall we:
Quote:
Introduced in 1960, the GE U25B was General Electric's first independent entry into the United States domestic diesel-electric railroad locomotive market for heavy production road locomotives since 1936.
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06-09-2010, 10:23 AM
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#49
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Being bad feels pretty good!
Sel is offline
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There you lot happy now?
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