Core Garpike +1 - Page 5

Core Garpike +1

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

Moderators: MR.D, Moderators

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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Core Garpike +1

Post by MR.D »

Well I got the turret finished, and did some more shading work and highlighted the edges.

Pretty sure this is the final texture, I'll have all the teamcolor layers and reflect maps done soon.

Silvered boxes and Core logo on turret will be team colored, as will the silver outline on the side flaps by the tracks, and a few places on the main hull.

Image
Image
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HeavyLancer
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Joined: 19 May 2007, 09:28

Re: Core Garpike +1

Post by HeavyLancer »

Epic win.
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Re: Core Garpike +1

Post by clumsy_culhane »

HeavyLancer wrote:Epic win.
this man speaks truth. Great work again Mr. D. keep up the good work !
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Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Re: Core Garpike +1

Post by Zenka »

What can I say. You get better every unit.
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Sleksa
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Joined: 04 Feb 2006, 20:58

Re: Core Garpike +1

Post by Sleksa »

Zenka wrote:What can I say. You get better every unit.
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Core Garpike +1

Post by MR.D »

Ok its all done and ready to go.

Check it out in UpSpring with all the teamcolor + reflections working.
(remember to turn on "lighting" in the 3d view window)
Enjoy.

**Zip Contents**
cor_garp_final.max master 3dsmax-7 model
cor_garp.S3O Spring model
cor_garp_1_512.dds Texture+teamcolor
cor_garp_2_512.dds Reflection map/glowmap/alpha
cor_garp_1.dds 1024x1024 origional texture (for editing)
cor_garp_2.dds 1024x1024 origional reflect map/glow/alpha (for editing)

http://www.mrd.str8-6.com/files/cor_garp.zip
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MR.D
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Re: Core Garpike +1

Post by MR.D »

Rattle, could you be so kind as to work your magic on the script for this please?
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Core Garpike +1

Post by [Krogoth86] »

Well unfortunately I like the geometry this time but dislike the texture. Imo it's too much of a tetris-like-blocked green texture which becomes sort of a "green mud" when you zoom out a bit (which should be the standard camera position ingame)...

Don't get me wrong - the texture art itself is top notch but it just doesn't look good on distance as all the fine details just blend over. Maybe this is more of a general s3o mip-mapping / LOD problem though...
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Gota
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Re: Core Garpike +1

Post by Gota »

Most imnportant is how it looks from gameplay camera zoom..not how it would look displayed in a musium.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Core Garpike +1

Post by Gota »

What i can say bout all models/textures in spring is that they dont look epic.. the peewee doesnt look like its as tall as a tree..
If you zoom in on a units in supcom ull see a lot of small details no the texture.Tat makes it look like its something big.
Take any unit in spring...they dont look like they are big.
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rattle
Damned Developer
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Re: Core Garpike +1

Post by rattle »

Stay away from this thread, infidel.
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MR.D
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Re: Core Garpike +1

Post by MR.D »

Well supcom uses alot more geometry than Spring units do, and Supcom also uses many advanced graphic features as well, such as Normal mapping which attribute greatly to the appearance of any unit.

They also use a hell of alot larger texture maps per mapped face as well.

Not to mention that playing SupCom requires a "Sup"er "Com"puter to play it.. Spring however does not.

Those guys that made SupCom were also paid professionals with years of schooling and experience, I'm not getting payed, and with the exception of a few guys (not including me) there aren't many people that model here in the forums that are "professionals".
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Re: Core Garpike +1

Post by Snipawolf »

There are none here, last I checked.

Professional branches from profession. Who here makes money modeling?
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Core Garpike +1

Post by MR.D »

Well I'm actually glad I got some negative comments, thought something was wrong there for a second with all these nice comments :-)
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Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Re: Core Garpike +1

Post by Zpock »

Maybe something like a turret base or similar with a different looking material (color) would be good, to break up the "green blob at distance". Not for this one as it's done alredy but try it on your next model? Some area with exposed machinery could work well too.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Core Garpike +1

Post by smoth »

he could always make the turret base texture teamcolored and the rest stay cammo. MR. D I can do it for you in less then a minute... if you want.
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: Core Garpike +1

Post by MR.D »

I'm not sure what you guys mean, there isn't much empty space on the turret to edit.. its either silver panels or the core log taking up alot of the space already, except the slivers between the panels, and a small spot on the nose of it.

First thing I guess I would do is raise the teamcolored patches so its as bright as the Core logo, I guess I had my #'s too low and didn't realise it.

Go ahead and edit it and post some screenies, I mean.. hell.. thats why I uploaded the 1024's in the first place 8)
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Core Garpike +1

Post by smoth »

smoth wrote:
FUCK THEM

DO THE MODEL

AND LOL WHEN IT GETS USED
just a reminder that you are supposed to lol at all the nay sayers now!

Going to bed but toss up the file link and I will hit it harder then.. well no analogy needed, I'l whip it up for you.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Core Garpike +1

Post by Forboding Angel »

I tek2GARPIEK!
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Core Garpike +1

Post by rattle »

Speaking of SupCom, the close up shots on maxed settings weren't all that great.
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