CORE T2 vehicle plant WIP - Page 2

CORE T2 vehicle plant WIP

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

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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: CORE T2 vehicle plant WIP

Post by MidKnight »

Sharp, clean and beautiful! Good job, man!
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: CORE T2 vehicle plant WIP

Post by FireStorm_ »

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

Re: CORE T2 vehicle plant WIP

Post by MR.D »

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
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
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CORE T2 vehicle plant WIP

Post by Gota »

Very nice.
Thank you for your effort.
Do you think that as your next model you might make a Commander?
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: CORE T2 vehicle plant WIP

Post by MR.D »

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.
Regret
Posts: 2086
Joined: 18 Aug 2007, 19:04

Re: CORE T2 vehicle plant WIP

Post by Regret »

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

Re: CORE T2 vehicle plant WIP

Post by MR.D »

So how does it look ingame?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: CORE T2 vehicle plant WIP

Post by Saktoth »

Image


Image
Image

Why doesnt it look as good? :(
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: CORE T2 vehicle plant WIP

Post by Saktoth »

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?

Image
Image
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: CORE T2 vehicle plant WIP

Post by jK »

too strong contrast imo
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: CORE T2 vehicle plant WIP

Post by Saktoth »

jK wrote:too strong contrast imo
Just trying to more closely match his render.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: CORE T2 vehicle plant WIP

Post by Pressure Line »

is that comet catcher? yay using maps with sub-par lighting settings to test your textures ;_;
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CORE T2 vehicle plant WIP

Post by Gota »

Script?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: CORE T2 vehicle plant WIP

Post by smoth »

old version was better don't mess up mr d's texture >:|
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Re: CORE T2 vehicle plant WIP

Post by Sheekel »

Saktoth wrote:Just trying to more closely match his render.
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...)
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Sausage
Posts: 272
Joined: 05 Jan 2010, 23:47

Re: CORE T2 vehicle plant WIP

Post by Sausage »

it still looks really nice ingame, very nice modelling/texturing :-) well done
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: CORE T2 vehicle plant WIP

Post by MidKnight »

I also prefer the less contrast-y version, although your touch-up was pretty good, too. :-)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: CORE T2 vehicle plant WIP

Post by AF »

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

Re: CORE T2 vehicle plant WIP

Post by MR.D »

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.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: CORE T2 vehicle plant WIP

Post by Gota »

Can someone make a cob script for this please?
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