What models are left? - Page 3

What models are left?

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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Forboding Angel
Evolution RTS Developer
Posts: 14637
Joined: 17 Nov 2005, 02:43

Re: What models are left?

Post by Forboding Angel »

It's got plenty, just set normals on barrel edges to 30 degrees and problem solved.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: What models are left?

Post by Guessmyname »

Image

Tada, final tweaks done (including giving them actual wheels, which had been bugging me). I'll put downloads up once I've cleared it with my tutors; may have to wait for it all to be officially handed in (Nov. 17th) before I can release it without causing a massive plagiarism snarl.
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: What models are left?

Post by Hobo Joe »

They look awesome, love the textures.


If you're planning on making more though, I'd suggest upping the poly count. We don't need to run with a limit quite as conservative as TA, that was 13 years ago after all.
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Beherith
Moderator
Posts: 4969
Joined: 26 Oct 2007, 16:21

Re: What models are left?

Post by Beherith »

I love them, they are just right.

Double the polycount would mean double time to unwrap and texture.
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Re: What models are left?

Post by TheRegisteredOne »

please do not doubling poly count for the sake of doubling poly count. Just like a box doesn't need more than 6 quads, these units don't need more polygons.
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: What models are left?

Post by Hobo Joe »

I didn't mean that, I just meant he could easily get away with having more detail on future models.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: What models are left?

Post by rattle »

why? the level of detail is fine as it is... you can always add some gimmicks with a few billboard quads if you got any texture space left, like antennae or cables or lights what ever comes to your mind without adding a humongous amount of poligons
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: What models are left?

Post by manolo_ »

they look fine, i like the style, you should make the others too :)
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bobthedinosaur
Blood & Steel Developer
Posts: 2695
Joined: 25 Aug 2004, 13:31

Re: What models are left?

Post by bobthedinosaur »

they look better than fine. I have jealousy issues on those texture jobs.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: What models are left?

Post by Guessmyname »

I was trying out the workflow described here: http://www.isotx.com/forums/index.php?topic=8581.0 (particularly the thing about gradients); came out well!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: What models are left?

Post by Argh »

I agree with the part about layer management for normalmaps, but I've found that you usually need 3 layers for best speed.
BaNa
Posts: 1562
Joined: 09 Sep 2007, 21:05

Re: What models are left?

Post by BaNa »

fucking A man.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: What models are left?

Post by Wombat »

/peanus

:(
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: What models are left?

Post by Warlord Zsinj »

These look great GMN, really captures the fun feeling of the originals which I feel most people seem to miss when they make super serious mecha remakes
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