That looks amazing man!neener said:Hey all, sorry about the delay. I was a lot busier the last couple of days than I thought I would be. Nevertheless, I got a rough Skaven together. I decided against a Clan Eshin Assassin, and instead went for a Stormvermin, mainly because it was an easier posture! Hopefully it looks decent enough.
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Now, obviously that's in Max, not the game. As I said, I'm not entirely sure of what we can and can't do in Civ 4. I haven't been following the scene from the beginning (I've been playing, instead!) so some nice people might have to fill me in. From what I gathered, models should be no more than 1000 polys, so this guy is actually a very skinny 676 polys, including the halberd. Most of the detail is in the texture, and that's what I'm more unsure of. It's a 256x256 file, and I wasn't sure what Civ can handle. I can lower it of course, but then you'll lose his lovely beady eyes! In all honesty I don't even know if you can do skins that way in Civ4. I made a single file unwrap using texporter like I would for any other 3D game (Unreal, for example) so I'm hoping Civ is the same, but for all I know you have to do some sort of bizarre trickery with these .dds things.
Oh, and he's obviously rigged and moved into a pose.
Anyway, so yeah, is that okay? If you think you can use that kind of thing, then let me know what to work on and I'll have a go. If not, let me know what to change and I'll try that too!
neener said:Hey all, sorry about the delay. I was a lot busier the last couple of days than I thought I would be. Nevertheless, I got a rough Skaven together. I decided against a Clan Eshin Assassin, and instead went for a Stormvermin, mainly because it was an easier posture! Hopefully it looks decent enough.
![]()
Now, obviously that's in Max, not the game. As I said, I'm not entirely sure of what we can and can't do in Civ 4. I haven't been following the scene from the beginning (I've been playing, instead!) so some nice people might have to fill me in. From what I gathered, models should be no more than 1000 polys, so this guy is actually a very skinny 676 polys, including the halberd. Most of the detail is in the texture, and that's what I'm more unsure of. It's a 256x256 file, and I wasn't sure what Civ can handle. I can lower it of course, but then you'll lose his lovely beady eyes! In all honesty I don't even know if you can do skins that way in Civ4. I made a single file unwrap using texporter like I would for any other 3D game (Unreal, for example) so I'm hoping Civ is the same, but for all I know you have to do some sort of bizarre trickery with these .dds things.
Oh, and he's obviously rigged and moved into a pose.
Anyway, so yeah, is that okay? If you think you can use that kind of thing, then let me know what to work on and I'll have a go. If not, let me know what to change and I'll try that too!
neener said:Anyway, so yeah, is that okay? If you think you can use that kind of thing, then let me know what to work on and I'll have a go. If not, let me know what to change and I'll try that too!
Neener that's just freaking awesome. You're invited to join the developement team and we are all more than happy to welcome you in. Read your pm!neener said:Hey all, sorry about the delay. I was a lot busier the last couple of days than I thought I would be. Nevertheless, I got a rough Skaven together. I decided against a Clan Eshin Assassin, and instead went for a Stormvermin, mainly because it was an easier posture! Hopefully it looks decent enough.
![]()
Now, obviously that's in Max, not the game. As I said, I'm not entirely sure of what we can and can't do in Civ 4. I haven't been following the scene from the beginning (I've been playing, instead!) so some nice people might have to fill me in. From what I gathered, models should be no more than 1000 polys, so this guy is actually a very skinny 676 polys, including the halberd. Most of the detail is in the texture, and that's what I'm more unsure of. It's a 256x256 file, and I wasn't sure what Civ can handle. I can lower it of course, but then you'll lose his lovely beady eyes! In all honesty I don't even know if you can do skins that way in Civ4. I made a single file unwrap using texporter like I would for any other 3D game (Unreal, for example) so I'm hoping Civ is the same, but for all I know you have to do some sort of bizarre trickery with these .dds things.
Oh, and he's obviously rigged and moved into a pose.
Anyway, so yeah, is that okay? If you think you can use that kind of thing, then let me know what to work on and I'll have a go. If not, let me know what to change and I'll try that too!
woodelf said:That is frickin amazing! I can't wait to start bugging you with max questions now as well.![]()
Texporter is what I use and if you did that in a single unwrap you are my hero. That is killing me.
676 polys is perfect for that guy, it looks like it would be one of those weak but plentiful units. In general, the rule of thumb is that the smaller units, the ones that usually appear in groups of three (though in WH that might go up to 5 or even 10) should be around 1000 polys and the lower you can get w/o loosing quality the better. That's not a very hard rule though, because you can obviously go much higher if a unit is mounted on a horse for example (vanilla mounted units are around 2000 polys). Then the big units, the ones that usually appear single, they can go up to about 2000 polys.
In general I'd say that 256x256 is ok for any unit but again, if it's a small unit then unless you zoom in you probably won't be able to tell the difference between 256 and 128 textures. For the skaven above, I gotta say the eyes look great but at the default zoom level in civ4, even at a semi-zoomed-in level you won't be able to see the detail.
neener said:Just to clarify, I meant it was one graphic file, not one continuous Unwrap UVW modifier. I used something like 12 separate Unwraps, but pieced them together and texported them as one file. Just in case you thought I'd done the whole thing with just one modifier or something.
You don't have to rub it in you know, I mean for some of us it's actually hard work to make something like that, and takes more than 5 minutes to whip it up.neener said:To be honest the whole model was very quickly and roughly put together to show you guys. I'd spend more time on a real model and make it work with 128x128, I think.