Random WIP 2006-2011 - Page 315

Random WIP 2006-2011

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

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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Random WIP

Post by aGorm » 10 Aug 2010, 15:11

Ok so I'm remodeling the Cyber Lord and I need some feedback.

(PS dont worry, this isn't another case of aGorm needlessly remodeling instead of finishing the game, I'm re-using the older one as the Cyber Elite... so both will be in game.)

Image

Image

As you can see... there are two back-packs. I'm not sure which I prefer. I'm tempted to put both on (one either side), especialy as it's a one of unit so it will make it more unique, but I'd apreciate your thoughts.

aGorm

(PS model not final yet, and yes, it looks more spindly on purpose... it fits with the story.)
Attachments
lordshow2.jpg
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lordshow1.jpg
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Kenku
Posts: 134
Joined: 26 Feb 2010, 06:19

Re: Random WIP

Post by Kenku » 10 Aug 2010, 16:12

The tanks make more sense to me, as the other one looks like Inverted Jet Packs.
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FireStorm_
Posts: 664
Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ » 10 Aug 2010, 16:23

@ SpikedHelmet:
looks fine to me, especially if its meant for a rts
@ aGorm:
I can see your dilemma: they both look great.
But if i had to vote, its for the canisters. (Although i'd make them more bloated, give 'm a little more volume.)
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MidKnight
Posts: 2650
Joined: 10 Sep 2008, 03:11

Re: Random WIP

Post by MidKnight » 10 Aug 2010, 16:56

I prefer the exhaust, tbh. :P
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SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1945
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet » 10 Aug 2010, 17:06

Redid the fckn thing.
Attachments
AKcompare.jpg
AKcompare.jpg (23.14 KiB) Viewed 1965 times
AK47b_wip2.jpg
AK47b_wip2.jpg (21.2 KiB) Viewed 1965 times
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KaiserJ
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Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ » 10 Aug 2010, 19:08

in a simpler universe, the cyberlord would wear the cannisters on his arms and carry this nicely textured ak47.
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: Random WIP

Post by Cremuss » 10 Aug 2010, 19:47

spikedhelmet > good ! metal looks a bit flat, maybe you can draw some strong specular lines on some parts

some wips..
I imported everything in spring but nothing is animated right now cause i've some troubles with multiple objects obj files so it was just to see how it looks in spring. I also baked a ground AO of every buildings that I putted as a grounddecal texture. Took me so long to find the right grounddecalsizeX/Y for everybuildings....
It looks good but it's a bit strong on white maps like snow. I need to tweak that a bit.

I also did normal maps, but I've some troubles with kloot/argh's normal map shader right now, so screenshots are without normal maps. Anyway normal maps are almost invisible from a realgame distance view and considering the fps drops, I don't know if normals maps are a good idea ^^

Nuclear Fusion, EMP, antimissile and shieldgenerator done. Others are following soon.
Critics welcome
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I'm pretty satisfied with the result :), hope you like it.
cya
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Random WIP

Post by Otherside » 10 Aug 2010, 20:14

looks great i love it.

The models are of a commercial quality imo.

Its about time we got a good looking Scifi mod that was totally IP free. (inb4 argh/forb hate)
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: Random WIP

Post by Gota » 10 Aug 2010, 20:24

Looks great but i think the texture on those open solar panels is a bit too simple or maybe has an inappropriate shade of blue.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Random WIP

Post by JohannesH » 10 Aug 2010, 20:34

Very nice... They look quite distinct from each other from a distance too, which is 1 of most important things in RTS, but still fit together well. Only exception might be with the plasma cannon and flak cannon, but I'm not sure... Maybe after a dozen games I still could tell them apart clearly.
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ » 10 Aug 2010, 20:52

Otherside wrote:Its about time we got a good looking Scifi mod that was totally IP free. (inb4 argh/forb hate)
kind of a strange thing to say
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Random WIP

Post by JohannesH » 10 Aug 2010, 21:11

Gota wrote:Looks great but i think the texture on those open solar panels is a bit too simple or maybe has an inappropriate shade of blue.
This seems to be map dependant... The solars on the moon map aren't shimmering blue.
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Random WIP

Post by Gota » 10 Aug 2010, 21:26

True and in both cases IMO they look a bit odd when next to all the other structures.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat » 10 Aug 2010, 21:41

no words :< cant wait to see some units !
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MidKnight
Posts: 2650
Joined: 10 Sep 2008, 03:11

Re: Random WIP

Post by MidKnight » 10 Aug 2010, 21:43

Cremuss: have you imported bumpmaps, too?

If not: Spring supports them now! Ask Kloot, jK, or Carrepairer. :P
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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: Random WIP

Post by Cremuss » 10 Aug 2010, 22:33

thanks guys !

MidKnight : bumpmaps ? Do you mean normalmaps ? (I tried that but doesn't works really good : http://springrts.com/phpbb/viewtopic.php?f=14&t=19361)
Anyway, no, I'm only using basics tex1 and tex2 atm :-)

Wombat : units, yeah, soon, hopefully :)

Gota : Reflection does that but I agree that it looks a bit minimalistic. I must admit that I like it, though :D
Solar pannels are supposed to be as reflective as possible with a reflective surface as large as possible so I don't know what else to do. Any ideas maybe ?

Johannes : I had the same thought looking at the flaks&turrets but I guess it's not dramatic :)

Otherside : thx
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Random WIP

Post by SirArtturi » 10 Aug 2010, 22:39

Eventhough I'm not big fan of the style of those models (More like Starcraft than TA) they are still stunning!

Now you just need to make more of them! Whole faction!
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Beherith
Moderator
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Joined: 26 Oct 2007, 16:21

Re: Random WIP

Post by Beherith » 10 Aug 2010, 23:01

Absolutely amazing work Cremuss. Im glad you used new spring with my map for epic sexiness.
I also baked a ground AO of every buildings that I putted as a grounddecal texture.
Great idea!
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jK
Spring Developer
Posts: 2299
Joined: 28 Jun 2007, 07:30

Re: Random WIP

Post by jK » 10 Aug 2010, 23:23

Cremuss wrote:MidKnight : bumpmaps ? Do you mean normalmaps ? (I tried that but doesn't works really good : http://springrts.com/phpbb/viewtopic.php?f=14&t=19361)
Anyway, no, I'm only using basics tex1 and tex2 atm :-)
CA uses its own gadget which works much better, also you don't even need to edit unitdefs to get it working. Just give the normalmap a similar name to tex1/tex2 and it is used automatically. (similar means: if tex1 is foobar1.dds then the normalmap should have the name foobar_normals.dds)
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6106
Joined: 29 Apr 2005, 01:14

Re: Random WIP

Post by FLOZi » 10 Aug 2010, 23:50

jK wrote:
Cremuss wrote:MidKnight : bumpmaps ? Do you mean normalmaps ? (I tried that but doesn't works really good : http://springrts.com/phpbb/viewtopic.php?f=14&t=19361)
Anyway, no, I'm only using basics tex1 and tex2 atm :-)
CA uses its own gadget which works much better, also you don't even need to edit unitdefs to get it working. Just give the normalmap a similar name to tex1/tex2 and it is used automatically. (similar means: if tex1 is foobar1.dds then the normalmap should have the name foobar_normals.dds)
S44 now uses this gadget and I can reccomend it (although it does require some fiddling around adding other gadgets and so on)
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