Core t2 bots - Finished! - Page 4

Core t2 bots - Finished!

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

Re: Core t2 bots

Post by smoth »

Looks fine to me behe, I can always add my cammo later also :)
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Core t2 bots

Post by Gota »

Wombat wrote:u say it now, when first screen of his was posted 14 jun :D
Feel free to state your opinion as well,this isn't soviet russia.
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Core t2 bots

Post by SirArtturi »

Don't worry, Imo it looks very good. Though I will be missing the camo...

Anyway, I'd like to comment on that t2 consturction bot. Why the warning stripe section is so twisted and bent? Looks like it has got some damage and is in really bad shape...
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Core t2 bots

Post by Beherith »

It only looks twisted because my normal mapping tool picked it up as a really big groove, and that will need to be fixed on my side.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core t2 bots

Post by Saktoth »

Fantastic, ETA to release?
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Core t2 bots

Post by Beherith »

This year.
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core t2 bots

Post by Saktoth »

Running out of time man. :P

Look forward to seeing them whenever though the normal maps are blowing my mind.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: Core t2 bots

Post by BaNa »

we are painting his new flat, be patient
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core t2 bots

Post by Saktoth »

Did you UVmap it first? Shouldnt be hard, lots of large flat surfaces.
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Core t2 bots

Post by scifi »

looks great

but god do not use png my internet cracks XD
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Core t2 bots

Post by KaiserJ »

leavin this here
Attachments
kjPyro.7z
(3.09 MiB) Downloaded 46 times
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Core t2 bots - Finished!

Post by Beherith »

Here are all 15 bots, ready for Spring!

Special thanks goes to smoth for the morty and dom models and lots of help, and for Kaiser for the pyro, can and roach textures, and the valuable feedback and encouragement.

Image

(updated first post as well)

Download link: http://beherith.eat-peet.net/stuff/Beherith_Core_T2.7z
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Jazcash
Posts: 5309
Joined: 08 Dec 2007, 17:39

Re: Core t2 bots - Finished!

Post by Jazcash »

Com unit ruins an otherwise amazing screenshot. Nice job on the models, they look great!
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Core t2 bots - Finished!

Post by Hobo Joe »

They look great except the sumo is very small, especially next to the commander, and the manticore looks way too big.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Core t2 bots - Finished!

Post by Beherith »

Whoops, realized 3 guys were missing from the screenshot :O

Image

They can be easily resized in upspring if needed.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Core t2 bots - Finished!

Post by rattle »

^ cool
resized in upspring
not quite as cool
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6240
Joined: 29 Apr 2005, 01:14

Re: Core t2 bots - Finished!

Post by FLOZi »

rattle wrote:^ cool
resized in upspring
not quite as cool
No longer a problem. (Hasn't been for some time now)
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Core t2 bots - Finished!

Post by AF »

Impressive effort Beherith, but where are the cookie storage facilities?
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Core t2 bots - Finished!

Post by Saktoth »

They look really really great, behe! Glad to get my hands on finished versions of these. Even better than the t1 bots, lots of nice, crisp detail.

I am wondering though why you put 4 models in each texture. It would make sense if you shared areas of texture, but in the case of the Dominator/morty/advcon/freaker textures, they all seem to have a perfect 1/4th of the uvmap to themselves. This makes it problematic to use some of the models, and not others, as in the case of Zero-K which doesnt have all these units.

Shouldnt be a problem to resize the uvmap to cover the whole area in upspring, just wondering about the motivation.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Core t2 bots - Finished!

Post by Beherith »

Less texture swap time, ability to kitbash. I can make two more versions of the s3o's where all are on 1 texture, and where each one has a separate tex (I made some python code to do linear transforms of s3o/obj UV space)
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