Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
they look like ripped out of one of those total war games :D
i guess now the suppossed, could you do list follows.. but well, knight era buildings were steady as rock.. so not much to request there.. only question is for more smallish details.. if barracks it is for, were are the trainging strawpuppets? The swoard and shieldracks?
Joined: 10 May 2009, 11:27 Location: on new sidney
hm still not good btw what i mean by real life textures,are textures i find on the internet like this one. But the rest is made by me and taken from older projects.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
Real Life textures are a nice.. basis. But you need to work on them to be really good. Cause this is hollywood, this is were dreams are born, and therefore we make reallife more real then it really is... Try something.. make a cartoon version of the same texture.. and then try to blend it with the original... so long.. till it looks just maybee.. maybee realistic.. then post the results.. or wait
Lets try it with this.. plz post result screen for comparison
I like the second pic more. Keep in mind that things look very flat in Wings3D without specular and normal mapping and self illumination - and thats without more advanced features like parallax mapping and multiple light sources. Crazybump and ShaderMap Pro both give quite good and quick results for normal, parralax and specular maps, though specular always needs some manual fine tuning. If you want, AO bakes can add a great deal at the cost of increased UV space.
Also related: Been working with a way to make nice buildpics... I need to make the tank slightly larger on the groundplate, and possibly de-saturate the ground texture a bit. Might put in a background, but un-decided on that.
Also related: Been working with a way to make nice buildpics... I need to make the tank slightly larger on the groundplate, and possibly de-saturate the ground texture a bit. Might put in a background, but un-decided on that.
imo green on green is fail, otherwise the models themselves look nice. Just make ground sand or something that makes green pop.
edit: I would also recommend background or ground in background too.
Joined: 24 Jan 2006, 21:12 Location: There is no god - and reality is his prophetess
why not just make sampe examples for comparison
Mmmh.. the astetics are actually quite compelling. I wouldnt change that.. its very mech warrior-ish.. this is .. reminding you of the table top heritage.. on the right side i have what i have in mind for jw.. but those icons are not for prettyness, more optimized for recognition..
Removing the background.. actually didnt work out well as you can see.. it might make the mches more distinctive in shape, but for the tanks and apcs, and radar and jumpship generators (and i dont know... (elementals?)) it does nothing.
Now for the ultimate test.. in a battle situation your attention is spread thin, especially as a noob. You have stress. So you slide that mouse to the left( or the right) and - two step back gentleman, out of the blink of an eye, got to recognise without really focusing... still they are beautifull.
Im quite interested on smoths opinion here.. he always had some good advice when it came to interface design
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