personally, I think ao is a waste of time. This coming from the guy who did spend years shading all my his models, it is wasted on all these people.
They are looking at the model in the thread and critiquing it like that is the zoom they play at. They play way zoomed out, so a lot of the critiques come from people wanting FPS subtlety with it working at RTS zoom. They don't look at it from rts perspective, they go hmm at this zoom, it looks like it needs subtle shadows. You cannot really have that because once you are zoomed out to rts levels, the subtitles are lost.
you have to do a mix of low zoom details(all the panel lines you have cover that) and high zoom level details(the glowing/teamcolor stuff does that). Zoom out until the model is about 10mm on your screen. If it looks like a grey blob, then you need to increase the brightness of the teamcolor and white panels. Things like AO are a waste unless your models are mostly solid color like Agorms. Units have lighting in game, unless you are expressing geometric details via shadow, I recommend just going by what the model looks like on a map with proper lighting.
@Smoth - to be fair, he's modeling a replacement for the Detriment (ZK's Krogoth), which is by far the largest unit in the game. You *will* be seeing this thing in large-enough scale that you'll be able to make out some of that obsessive detail.
Joined: 10 Sep 2008, 02:11 Location: In search for TheTruth (TM)
@smoth: If you plan your uvmap right, AO takes ~15 minutes. Time cost is pretty low, even if it makes little difference from very far out. AO + solid colors also makes a great quick base for a texture. When I was texturing planes for that WP7 thing God was doing, that's what I used.
@benz: Consider adding edge highlighting -- use a small bright-colored brush or the dodge tool to brighten areas where metal would gleam, usually near hard edges. It's hard for me to explain via text -- Cremuss does it at about 14 minutes into this video.
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