Random wip 2012+
Moderators: MR.D, Moderators
Re: Random wip 2012+
cool shit.. strong resemblence to heavy gear
Re: Random wip 2012+
DAT YOU BRO?
Re: Random wip 2012+
look at mah rocket launcher:
marks the target with a flare so it is impossible to miss!
but accuracy does not matter so much because it clusters.
marks the target with a flare so it is impossible to miss!
but accuracy does not matter so much because it clusters.
Re: Random wip 2012+
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Re: Random wip 2012+
Drool!aGorm wrote:
Dude, seriously, like, WOW, that is like, ART or something... I know you've got a lot of work to do so it would feel like a tease, but this screenshot should be on the front page.
- CaptainBenz
- Posts: 10
- Joined: 10 Jul 2011, 22:10
Re: Random wip 2012+
Is is just the lack of teamcolour or does it really need more contrast?
Re: Random wip 2012+
awesome
could certainly use teamcolor and more contrast in general but i'm sure once you've added things like specular and normals, it would look great as-is.
texture is a very interesting style; almost looks drawn with a pencil.
could certainly use teamcolor and more contrast in general but i'm sure once you've added things like specular and normals, it would look great as-is.
texture is a very interesting style; almost looks drawn with a pencil.
Re: Random wip 2012+
Slight AO-bake will also help it a lot.
Re: Random wip 2012+
Yeah, I wanted to say this.Hoi wrote:Slight AO-bake will also help it a lot.
Make sure your UVmap doesn't have different overlapping parts, though, because otherwise, you're going to have some weird results.
- CaptainBenz
- Posts: 10
- Joined: 10 Jul 2011, 22:10
Re: Random wip 2012+
Tweaked the texture and used the magic of AO baking.
Anyways, thanks for the advice, I didnt even know what Ambient Occlusion is
Anyways, thanks for the advice, I didnt even know what Ambient Occlusion is
Re: Random wip 2012+
personally, I think ao is a waste of time. This coming from the guy who did spend years shading all my his models, it is wasted on all these people.
They are looking at the model in the thread and critiquing it like that is the zoom they play at. They play way zoomed out, so a lot of the critiques come from people wanting FPS subtlety with it working at RTS zoom. They don't look at it from rts perspective, they go hmm at this zoom, it looks like it needs subtle shadows. You cannot really have that because once you are zoomed out to rts levels, the subtitles are lost.
you have to do a mix of low zoom details(all the panel lines you have cover that) and high zoom level details(the glowing/teamcolor stuff does that). Zoom out until the model is about 10mm on your screen. If it looks like a grey blob, then you need to increase the brightness of the teamcolor and white panels. Things like AO are a waste unless your models are mostly solid color like Agorms. Units have lighting in game, unless you are expressing geometric details via shadow, I recommend just going by what the model looks like on a map with proper lighting.
They are looking at the model in the thread and critiquing it like that is the zoom they play at. They play way zoomed out, so a lot of the critiques come from people wanting FPS subtlety with it working at RTS zoom. They don't look at it from rts perspective, they go hmm at this zoom, it looks like it needs subtle shadows. You cannot really have that because once you are zoomed out to rts levels, the subtitles are lost.
you have to do a mix of low zoom details(all the panel lines you have cover that) and high zoom level details(the glowing/teamcolor stuff does that). Zoom out until the model is about 10mm on your screen. If it looks like a grey blob, then you need to increase the brightness of the teamcolor and white panels. Things like AO are a waste unless your models are mostly solid color like Agorms. Units have lighting in game, unless you are expressing geometric details via shadow, I recommend just going by what the model looks like on a map with proper lighting.
Re: Random wip 2012+
@Smoth - to be fair, he's modeling a replacement for the Detriment (ZK's Krogoth), which is by far the largest unit in the game. You *will* be seeing this thing in large-enough scale that you'll be able to make out some of that obsessive detail.
Re: Random wip 2012+
@smoth: If you plan your uvmap right, AO takes ~15 minutes. Time cost is pretty low, even if it makes little difference from very far out. AO + solid colors also makes a great quick base for a texture. When I was texturing planes for that WP7 thing God was doing, that's what I used.
@benz: Consider adding edge highlighting -- use a small bright-colored brush or the dodge tool to brighten areas where metal would gleam, usually near hard edges. It's hard for me to explain via text -- Cremuss does it at about 14 minutes into this video.
@benz: Consider adding edge highlighting -- use a small bright-colored brush or the dodge tool to brighten areas where metal would gleam, usually near hard edges. It's hard for me to explain via text -- Cremuss does it at about 14 minutes into this video.
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Re: Random wip 2012+
Looking good. Regarding the legs where are the moving parts? I often end up trying to animate things that couldn't technically walk.
Re: Random wip 2012+
What do you mean with "plan your UV map right"? I don't see how that involves special planning. If you got issues with mirrored parts putting different data on the UV map then just cut the UV coords from one half of the model when you do the bake, that also works for normalmap baking.MidKnight wrote:@smoth: If you plan your uvmap right, AO takes ~15 minutes.
Re: Random wip 2012+
If you're mapping, say, gun barrels and leg pieces to the same part of the texture, you can't bake UV to one without making the other look weird. Doing that may be bad practice to start with, I dunno, but it's what I had in mind with "plan your UVmap."KDR_11k wrote:What do you mean with "plan your UV map right"? I don't see how that involves special planning. If you got issues with mirrored parts putting different data on the UV map then just cut the UV coords from one half of the model when you do the bake, that also works for normalmap baking.MidKnight wrote:@smoth: If you plan your uvmap right, AO takes ~15 minutes.