MidKnight's Models! (new:I am back at it!) - Page 11

MidKnight's Models! (new:I am back at it!)

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

What should I work on next?

Core t2 walker?
5
14%
Core t3 mech?
7
19%
Core heavy gunship?
4
11%
Arm heavy gunship?
1
3%
Arm fighter?
4
11%
My own mod?
16
43%
 
Total votes: 37

User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: MidKnight's Models! (new: MOAR BLADEWING))

Post by smoth »

Image
Hoi wrote:That's still not metal.
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: MidKnight's Models! (new: MOAR BLADEWING))

Post by Snipawolf »

Needs moar edge highlights and stuff.

Like this

Image (To those wondering if I ever removed that CRT looking screen on the launcher, I did, just not in this pic)
User avatar
chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Re: MidKnight's Models! (new: MOAR BLADEWING))

Post by chillaaa »

smoth wrote:Image
That's brutal!!!
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: MidKnight's Models! (new: MOAR BLADEWING))

Post by rattle »

Image
this is both brutal and metal
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: MOAR BLADEWING))

Post by MidKnight »

last 2 posts may be redirected to the RPS thread in off topic discussion. :P

@snipa: what's an edge highlight?

@rest: Feel the wrath of properly set transparency levels!
Image
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!:
Image
(right click -> view image)

Bladewing texture got finalized, didn't have the time/will to incorporate GMN/Swift's suggestions, sorry! :oops:
I finished the COB and sorted out the normals, and now it's ingame! the animation's quite cool. :P
This pic also features maackey's new radar dish! 3 cheers for maackey's radar dish!
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by Saktoth »

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).
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by Hoi »

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 :wink:
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by Snipawolf »

@snipa: what's an edge highlight?
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.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by MidKnight »

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:
Image
A factory! My first large building model. :mrgreen:
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. :P
Image
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! :wink:

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. :P
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by smoth »

nice.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by MidKnight »

smoth wrote:nice.
:mrgreen:

And the vehicle model is done!
Image
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.
hamsate
Posts: 122
Joined: 21 Jun 2007, 00:25

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by hamsate »

MidKnight wrote: Image
Is the bottom intentional? It looks messy.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: MidKnight's Models! (new: Negotiations with the UVmap demon)

Post by Saktoth »

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)?
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: Radar, Radarwing, and Bladewing)

Post by MidKnight »

hamsate wrote:Is the bottom intentional? It looks messy.
It's a rendering artifact. The bottom-front is recessed, and I haven't done smoothing groups yet.
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)?
Lots of good points.

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. :P

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! :wink: ) is very odd.

The "antennae" at the back are, in fact, ammo racks, which magi-hover cartridges of ammo into the launcher.
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: Negotiations with the UVmap demon)

Post by MidKnight »

Image
Now in CA. :-)
Thanks Lurker! Thanks Pressureline!
User avatar
MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: MidKnight's Models! (new: Negotiations with the UVmap demon)

Post by MidKnight »

Gimme some feedback and save me from having to quadruple-post!

Brought to you from 5:18 AM
Milo: Artillery/Skirmisher Bot
Image
Yes, yes, I know the barrel has UVmap issues. I might redo it later.


WIP shots
Image
Initial Sketch.
Image
Early torso meshes.
Image
A full body render with AO, but no smoothing.
Image
Early concept for firing anim, killed by upspring + COB + laziness.
Image
A later revision, reproportioned based on feedback from PressureLine and others. Now with smoothing groups!
Image
Upspring "dull texture" shot.

So, comments?
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)

Post by Pxtl »

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.
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)

Post by lurker »

Pxtl wrote:good enough for CA right now
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.

My biggest texture gripe is that it's apperently made of concrete. I think I should take away your fill tool for a month.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)

Post by Pxtl »

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"?
User avatar
Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: MidKnight's Models! (new:In Soviet Russia, Milo Models YOU!)

Post by Otherside »

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
Post Reply

Return to “Art & Modelling”