bam
I decided to see just how well my model (started 5 months before the game released) resembled the real Wheatley model. Here are the results:
Thanks,
Harry.
Dude, yours is even more detailled than Valve’s.
Of course it is. Valve’s has to be scaled down to be practical in-game.
That would seem pretty obvious, Harry’s model is a high-poly model. These are only used for games to generate normal maps and high poly baked ambient occlusion. These are then used as textures for the low-poly game models. I don’t know if Valve creates high-poly models though, probably for their character models only.
Sorry guys I don’t know anything about 3D modelling.
Update on the textures and some of the proportions. Also changed the ‘eyelids’ to be more like the in-game model:
Thanks,
Harry.
Off-topic; my quick, unpracticed impressions of two of the cores:
[+] Also had a go at voicing the defective turrets.
Finally got a bit of time to start something I’ve wanted to do for a while now…
Deploying starch-based model in 3…2…1
Thanks,
Harry.
TR-TR-TR-TRIPLE POST
An edit doesn’t bring the thread back to the top, so it’s allowed.
Small update on PotatOS:
I’m going to change the eye a bit more in the next update.
Thanks,
Harry.
Hey does these models work in portal or is there too many polys?.
I think the biggest problem may be all the sciences in the model.
That amount of polygons would lag the shit out of your PC.
It has more polygons than one entire test chamber of Portal 2.
And one day we’ll probably play games that have models with twice that amount of polygons.
As long as there are no consoles with at least Tesselation support it will take a looooong time.
Hard-Surface modelling is so much fun. :3
Started modelling one of the mechanical arms to experiment with a few things:
Thanks,
Harry.
You bet it is!