CORE T2 vehicle plant WIP
Moderators: MR.D, Moderators
Re: CORE T2 vehicle plant WIP
Sharp, clean and beautiful! Good job, man!
- FireStorm_
- Posts: 666
- Joined: 19 Aug 2009, 16:09
Re: CORE T2 vehicle plant WIP
Beautiful; Among the best spring models i've seen.
I wonder what your UVmap-texture looks like.
(is it super neat, or very hi-rez, or both?)
Also i'm looking forward to the groundtexture. Will there be an accompanying one for this model?
I wonder what your UVmap-texture looks like.
(is it super neat, or very hi-rez, or both?)
Also i'm looking forward to the groundtexture. Will there be an accompanying one for this model?
Re: CORE T2 vehicle plant WIP
OK guys, everything is done with the factory.
Like I said though, its been a while since I've put a spring model together so if something isn't working plz let me know so I can get it fixed up.
Enjoy
Like I said though, its been a while since I've put a spring model together so if something isn't working plz let me know so I can get it fixed up.
Enjoy
- Attachments
-
- coravp_factory2.zip
- 3dS-Max7 source model
.s3o Spring game model
coravp_1.dds Base + teamcolor
coravp_2.dds Glow/reflect texture - (885.87 KiB) Downloaded 73 times
Re: CORE T2 vehicle plant WIP
Very nice.
Thank you for your effort.
Do you think that as your next model you might make a Commander?
Thank you for your effort.
Do you think that as your next model you might make a Commander?
Re: CORE T2 vehicle plant WIP
I already made the CORE commander, its a bit older sure, but IMO still looks just fine at least in CA its a good match.
Re: CORE T2 vehicle plant WIP
So how does it look ingame?
Re: CORE T2 vehicle plant WIP
Why doesnt it look as good?
Re: CORE T2 vehicle plant WIP
Double post!
Here i adjusted the levels to make it darker in the mid tones, then i adjusted the hue of the tex2, to give the reflection map some glow. Is this better?
Here i adjusted the levels to make it darker in the mid tones, then i adjusted the hue of the tex2, to give the reflection map some glow. Is this better?
Re: CORE T2 vehicle plant WIP
too strong contrast imo
Re: CORE T2 vehicle plant WIP
Just trying to more closely match his render.jK wrote:too strong contrast imo
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: CORE T2 vehicle plant WIP
is that comet catcher? yay using maps with sub-par lighting settings to test your textures ;_;
Re: CORE T2 vehicle plant WIP
old version was better don't mess up mr d's texture >:|
Re: CORE T2 vehicle plant WIP
good luck! units in spring will never look as good as they do with a quality render (MrD uses 3dsmax, which has atmospherics, area lights, advanced lighting, mapping, shadows, antialiasing, filter maps, motion blur, proper transparencies, raytracing, reflect/refract, fog effects...)Saktoth wrote:Just trying to more closely match his render.
Re: CORE T2 vehicle plant WIP
it still looks really nice ingame, very nice modelling/texturing well done
Re: CORE T2 vehicle plant WIP
I also prefer the less contrast-y version, although your touch-up was pretty good, too.
Re: CORE T2 vehicle plant WIP
nonsense, lack of contrast is the problem, this si why a lot of models when we zoom out are a lot blander and harder to recognize than they're supposed to be
Re: CORE T2 vehicle plant WIP
Maybe the Self lighting and Envmapping(reflect) are on the wrong channels, thats all I can think of.
It looks way too washed out ingame, but might also be the map lighting too.
Maps like Deltasiege use way too much light and all units get washed out looking and superbright.
The bottom ingame pic looks much closer to what the texture really is though, still confusing why it gets washed out ingame.
Maybe sombody wants to try experimenting with using .png for the texture as well, I can't figure out how to do layering in .png with my art programs, but sombody said they got it working.
Since .png or .tga don't use mipmapping, the texture would retain its crispness through all zoom ranges.
Time and time again, mipmapping in spring really blurs the crap out of the best looking textures.
It looks way too washed out ingame, but might also be the map lighting too.
Maps like Deltasiege use way too much light and all units get washed out looking and superbright.
The bottom ingame pic looks much closer to what the texture really is though, still confusing why it gets washed out ingame.
Maybe sombody wants to try experimenting with using .png for the texture as well, I can't figure out how to do layering in .png with my art programs, but sombody said they got it working.
Since .png or .tga don't use mipmapping, the texture would retain its crispness through all zoom ranges.
Time and time again, mipmapping in spring really blurs the crap out of the best looking textures.
Re: CORE T2 vehicle plant WIP
Can someone make a cob script for this please?