smoth's junk. - Page 12

smoth's junk.

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

Moderators: MR.D, Moderators

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

Re: smoth's junk.

Post by smoth »

Image

going to be adding a few more colors but I am moving to new functionality. So if you have any color suggestions, I am all ears. Wikipedia has long lists of colors and values http://simple.wikipedia.org/wiki/Cyan

so if you think of any and would like to see me add them, feel free to tell me the name and color values from wikipedia. if the color value is TOO similar to an existing color (as in off by 0.1 or something) I probably won't add it or if it has a vulgar name.

Anyway just a hollar for those who may want to see some more colors added. I am off to other functional code :)/
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

User avatar
azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: smoth's junk.

Post by azaremoth »

Wow - very impressive. So you could do a game with configurable colors and textures for your "hero" tanks?!
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: smoth's junk.

Post by Beherith »

So insanely awesome. Love the colored gloss!
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

azaremoth wrote:Wow - very impressive. So you could do a game with configurable colors and textures for your "hero" tanks?!
Right now I just do per unitdef, but I could do per unitid or other ways of handling it.

to handle that I could alter it to support per player and per unit so each player's units could have their own color which would easily cover that. It isn't a big change but we are talking playerids*unitdefids*all theoptions vs unitdefids*alltheoptions. For somethng like hero tanks, yeah probably MUCH easier but i need to add support for exceptions which I have not done yet.
User avatar
FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: smoth's junk.

Post by FireStorm_ »

Just wanted to say I think this is super excellent stuff. :-)
(though I'm not sure you intent this to be user-end/game-player stuff, or that it is meant as a development tool.)
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: smoth's junk.

Post by rattle »

This is kinda like the army designer in Dawn of War 2 with its colors/materials... does this shader support a normal texture applying the light settings etc.?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

Image
yes a lot of the details on these models are the normal maps.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: smoth's junk.

Post by AF »

I'm much approving of recent advances in smothnology
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

peet wanted me to post a shot of the demi2 in red gold and black
Attachments
DEMI2 copy.jpg
(218.62 KiB) Not downloaded yet
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

Image click the above image for larger etc.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: smoth's junk.

Post by Forboding Angel »

I still have yet to see smoth's junk.

#threadfail #falseadvertising
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: smoth's junk.

Post by PicassoCT »

guess were the salmon tank coloursample was taken.. :D
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

Image
click image for larger

started work on the underwater bits.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

Image
a few textured weapons
User avatar
PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: smoth's junk.

Post by PicassoCT »

looking good- maybee a little to clean though. Is dangerous territory to walk i know- if a gun is covered in smoke and ashes it gets unique, and thus the copiedness is visible.

All that aside, excellent work.

Oh, and the feedbelt of the left lower is not textured yet? :D

Didnt get the water texture thing- you shift every texture colourwise into the blue?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

PicassoCT wrote:looking good- maybee a little to clean though. Is dangerous territory to walk i know- if a gun is covered in smoke and ashes it gets unique, and thus the copiedness is visible.
actually there is very little reuse in the weapons.
PicassoCT wrote:Oh, and the feedbelt of the left lower is not textured yet? :D
that is a mounting bracket. for the weapon to be mounted on the back.
PicassoCT wrote:Didnt get the water texture thing- you shift every texture colourwise into the blue?
Different head, different vents attached to the body. Color scheme is just me fooling around with different colors because I can.

Image Note there is a massive amount of texture space still left, which I have reserved for new weapons I will be modeling and new body parts..
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: smoth's junk.

Post by Das Bruce »

It looks good. I'm interested to see it animated.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: smoth's junk.

Post by smoth »

Das Bruce wrote:It looks good. I'm interested to see it animated.
it'll be a while, I have an odd bug to resolve with the tank script and then adding support for animation bits.

Image
I really only started texturing this mech because we were stuck in a cyclone for 2 days while I was in the antartic sea. So I got on the uvmap and texture for a bit.
User avatar
Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: smoth's junk.

Post by Beherith »

Nice, though I thought you now textured with bucket layers instead of solid color. Or do you transform that later into the buckets?
Post Reply

Return to “Art & Modelling”