These textures are for an rts mod I'm working on (a backlog from the past few months). I am happy with most of them, but I am sure that there is room for improvement. It would be a great help if you could point out errors and give ideas for things.
By the way, I suppose this is my first post on the boards now...since my old account was wiped with the server crash.
-I did not do the models (with the exception of the bm-13)
-treads arn't on most of these yet
-this is for an rts, so most of the pics show the models much larger than they will be seen ingame
varients:
http://www.derelictstudios.net/users/smurf/adlervarients1.jpg
with ss panzer division varient
for some reason, I am really unhappy with this car...I dunno if its the model or the texture
with snow varient
Replies
Mind telling the polycount for these things, and how big are the textures?
I'm wondering the same as TGZ - what polycounts and texture sizes?
MoP
The units are around 1500 polys, and the textures shown are 1024x1024. We will be using 512x512 for textures ingame though (I like to work on larger textures when texturing).
It needs more contrast? I honestly thought that I had too much. Where specifically on the t-34?
They look nice, their just not what i would expect in an rts.
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What do you mean?
What i ment was 1500 polys and a a 512 texture is huge for a RTS to try to use, more so in the numbers that they are used in that game. I know that the game your modding is pretty damn buff and can push some serious polys and textures, but not per unit. A 256 is more than enough for a building textures and they are much bigger than the units. I would think you would be going for a 500 poly range for the units and a 128-256 for the textures.
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Hmm? Most of the recent RTS games are using the higher poly and higher res textures. I believe Dawn of War also uses 512 textures for their units. B4ME is definitely using 512 textures on their large units (looks like 256 for the infantry). 256 is definitely not high enough for buildings, we tried that with our CNC:Generals version...and even then it looked like crap.
@poopinmymouth, i said i was doing them at 1024...but would lower them to 512 for ingame use (i like to work at double size). I do agree with you, the style I'm using works much better on the civilian cars than it does on the tanks and vehicles...however I've run out of good ideas, hence the posting here.
as far as your problem skinning the tanks i don't know what to say. the cars are definitely more successful textures than the tanks, but i can't say what's hurting the tank textures. they do tend to blend together at a distance, though, so maybe contrast is the answer. play around with levels and see what comes out.