Hoi wrote:That's still not metal.
MidKnight's Models! (new:I am back at it!)
Moderators: MR.D, Moderators
Re: MidKnight's Models! (new: MOAR BLADEWING))
Re: MidKnight's Models! (new: MOAR BLADEWING))
Needs moar edge highlights and stuff.
Like this
(To those wondering if I ever removed that CRT looking screen on the launcher, I did, just not in this pic)
Like this
(To those wondering if I ever removed that CRT looking screen on the launcher, I did, just not in this pic)
Re: MidKnight's Models! (new: MOAR BLADEWING))
That's brutal!!!smoth wrote:
Re: MidKnight's Models! (new: MOAR BLADEWING))
this is both brutal and metal
Re: MidKnight's Models! (new: MOAR BLADEWING))
last 2 posts may be redirected to the RPS thread in off topic discussion.
@snipa: what's an edge highlight?
@rest: Feel the wrath of properly set transparency levels!
MUAHAHAHAHA!
This is a radar plane semi-speedmodel I made because of an arguement the CA devs were having. model and texture in ~4 hours. the thingy on the back is a dish the thingy on the front is a lense. there are jets at the ends of the wings.
Also:
Have some pictures!:
(right click -> view image)
Bladewing texture got finalized, didn't have the time/will to incorporate GMN/Swift's suggestions, sorry!
I finished the COB and sorted out the normals, and now it's ingame! the animation's quite cool.
This pic also features maackey's new radar dish! 3 cheers for maackey's radar dish!
@snipa: what's an edge highlight?
@rest: Feel the wrath of properly set transparency levels!
MUAHAHAHAHA!
This is a radar plane semi-speedmodel I made because of an arguement the CA devs were having. model and texture in ~4 hours. the thingy on the back is a dish the thingy on the front is a lense. there are jets at the ends of the wings.
Also:
Have some pictures!:
(right click -> view image)
Bladewing texture got finalized, didn't have the time/will to incorporate GMN/Swift's suggestions, sorry!
I finished the COB and sorted out the normals, and now it's ingame! the animation's quite cool.
This pic also features maackey's new radar dish! 3 cheers for maackey's radar dish!
Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)
The texture is actually good in game on this one though the design is still a bit crummy (looks like a cross between r2d2 and a swiss army knife).
Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)
Metal looks better, now try doing your bevels better.
http://st.burst.cc/tut_exess3.htm
As you see they are not darkened/brightened the same amount every side
http://st.burst.cc/tut_exess3.htm
As you see they are not darkened/brightened the same amount every side
Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)
when you have a rather sharp angle, put a lighter tone to it than around other areas. Obviously, this should be done on metal and higher places or edges that face upwards.@snipa: what's an edge highlight?
Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)
Thanks, snipa! Thanks, hoi! I didn't know there were non-metal/plastic/greebling/wood tutorials on that site!
Now, the CA team will kill me for posting this, but I promised Forboding Angel some models, and here they are! However, both are in the WIP stage; the ammo racks on the tank and the factory nanolathes aren't done, among other things.
Pics:
A factory! My first large building model.
There is actually a chance that all the Evolution RTS factory models will be remodeled before this reaches completion. In fact, that is very likely. In that case, I'll repurpose the model for another role, or remake it into a CA factory.
And the Negotiator, which is pretty much the Evolution RTS version of a tremor. And I get to model it! BWAHAHAHA!
So that's it. Don't worry, (the rest of the) CA team, I'll get back to CA models soon!
PS I made some changes between the last bladewing texture I posted on these forums and the texture that's in CA. That's why it looks cooler ingame.
Now, the CA team will kill me for posting this, but I promised Forboding Angel some models, and here they are! However, both are in the WIP stage; the ammo racks on the tank and the factory nanolathes aren't done, among other things.
Pics:
A factory! My first large building model.
There is actually a chance that all the Evolution RTS factory models will be remodeled before this reaches completion. In fact, that is very likely. In that case, I'll repurpose the model for another role, or remake it into a CA factory.
And the Negotiator, which is pretty much the Evolution RTS version of a tremor. And I get to model it! BWAHAHAHA!
So that's it. Don't worry, (the rest of the) CA team, I'll get back to CA models soon!
PS I made some changes between the last bladewing texture I posted on these forums and the texture that's in CA. That's why it looks cooler ingame.
Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)
smoth wrote:nice.
And the vehicle model is done!
It has a hover-o-magic ammo rack that loads cartridges into the launcher, and will get some insane COB once the unwrapping (GMN, can I get specifics on that soul-selling ritual?) and texturing is complete.
Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)
Is the bottom intentional? It looks messy.MidKnight wrote:
Re: MidKnight's Models! (new: Negotiations with the UVmap demon)
You use 6 sided gunbarrles and then put tiny invisible bevels at their base and lots of beveled antenae in the back. Why? Are the barrels MEANT to be hexagonal or are you just wasting pollies (which, with bevels that tiny, you would be anyway)?
Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)
It's a rendering artifact. The bottom-front is recessed, and I haven't done smoothing groups yet.hamsate wrote:Is the bottom intentional? It looks messy.
Lots of good points.Saktoth wrote:You use 6 sided gunbarrels and then put tiny invisible bevels at their base and lots of beveled antenae in the back. Why? Are the barrels MEANT to be hexagonal or are you just wasting pollies (which, with bevels that tiny, you would be anyway)?
The barrels are hexagonal as they fire rockets, and I just realized that they were like that because of the initial concept that I had for them, which I forgot after sleeping and coming back to work on the model the next day. Now they just look like crude barrels. Still, IMO it's fine.
The things at the base of the barrels aren't bevels. They're there because seeing a big flat face when the barrels retract (That's right! They retract! ) is very odd.
The "antennae" at the back are, in fact, ammo racks, which magi-hover cartridges of ammo into the launcher.
Re: MidKnight's Models! (new: Negotiations with the UVmap demon)
Now in CA.
Thanks Lurker! Thanks Pressureline!
Re: MidKnight's Models! (new: Negotiations with the UVmap demon)
Gimme some feedback and save me from having to quadruple-post!
Brought to you from 5:18 AM
Milo: Artillery/Skirmisher Bot
Yes, yes, I know the barrel has UVmap issues. I might redo it later.
WIP shots
Initial Sketch.
Early torso meshes.
A full body render with AO, but no smoothing.
Early concept for firing anim, killed by upspring + COB + laziness.
A later revision, reproportioned based on feedback from PressureLine and others. Now with smoothing groups!
Upspring "dull texture" shot.
So, comments?
Brought to you from 5:18 AM
Milo: Artillery/Skirmisher Bot
Yes, yes, I know the barrel has UVmap issues. I might redo it later.
WIP shots
Initial Sketch.
Early torso meshes.
A full body render with AO, but no smoothing.
Early concept for firing anim, killed by upspring + COB + laziness.
A later revision, reproportioned based on feedback from PressureLine and others. Now with smoothing groups!
Upspring "dull texture" shot.
So, comments?
Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)
Hammer replacement, I assume?
Once again, your models are improving nicely, but the texture is still weak. You can't rely on the shaders so much - you need some preshading and some details - leaving hard edges with nothing on the texture - neither wearing lines nor construction seams... just blank. That's ugly.
Still, it's definitely good enough for CA right now, imho. Run with it - somebody can go back and pretty-up the texture at a later date.
Once again, your models are improving nicely, but the texture is still weak. You can't rely on the shaders so much - you need some preshading and some details - leaving hard edges with nothing on the texture - neither wearing lines nor construction seams... just blank. That's ugly.
Still, it's definitely good enough for CA right now, imho. Run with it - somebody can go back and pretty-up the texture at a later date.
Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)
I really don't think it is. The style... it just doesn't work. Most of your models do, mk, but this one that you admittedly rushed doesn't.Pxtl wrote:good enough for CA right now
My biggest texture gripe is that it's apperently made of concrete. I think I should take away your fill tool for a month.
Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)
It looks at least as good as that radar plane and the Logos LLT that you've already included. I figured he was being consistent with the low standards that were already set.
After all, isn't the CA approach currently "replace everything, we'll fiddle with the details later"?
After all, isn't the CA approach currently "replace everything, we'll fiddle with the details later"?
Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)
putting stupid names of units into the texture = fail
and the problem with CA = we replace stuff but then once its in game no1 bothers to improve it and moves on to the next unit
and the problem with CA = we replace stuff but then once its in game no1 bothers to improve it and moves on to the next unit