its an rts not an fps..Gota wrote:It looks very good but can't the texture be like 2x higher res?
Random WIP 2006-2011
Moderators: MR.D, Moderators
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speaking of RTS not an FPS... we need to find a source modder to take all of smoth's wikid owesome stuff and put it in an FPS.
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that would be a 1024X1024. Nope I am not doing that.Gota wrote:It looks very good but can't the texture be like 2x higher res?
I offered my models to those asshats who were doing the gundam universe mod for quake3. They never took me up on it.SinbadEV wrote:speaking of RTS not an FPS... we need to find a source modder to take all of smoth's wikid owesome stuff and put it in an FPS.
I have thought about doing a fps but I am more fond of action shooters. I am working on something related to that but it won't come until some time after 1.3.
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They're already at sufficient quality, too.SinbadEV wrote:speaking of RTS not an FPS... we need to find a source modder to take all of smoth's wikid owesome stuff and put it in an FPS.
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Pictures better than words... so here are some pics.
aGorm
aGorm
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Most - epic - model - ever!
That's what I mean when I say "personality" - I mean, it's a badass bear in a suit of armour: how much more attitude do you want
That's what I mean when I say "personality" - I mean, it's a badass bear in a suit of armour: how much more attitude do you want
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hanibal smiths reincarnation as a bear - wonderful
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wow. That is really, really awesome.
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Damn agorm, that is ten tons of coolness.
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the cigar is a nice touch. badass model, badass texture. nice work
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gimp replacement, atmo i dont like the part below the "head", maybe some good suggestion would help me
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Looks good, could make a thud replacement as well. The legs need some work. Seems most of the unit is blocky and angular, but your legs are cylindrical and dont really fit with the rest of the model.
Also, you're using a few too many polys on the barrels. 6 or 8 sided cylinders work fine.
Also, you're using a few too many polys on the barrels. 6 or 8 sided cylinders work fine.
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i would have done 6-8 a week ago, but then somebody said i could go over 1000 tris, so why not
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On the other hand, why? What are they adding?
Polycount, like texture space, should add something to the model.
I don't think I posted this, as it is only my texture, maackey's model, and only a rush job on my part, but...
The unit itself will never be seen anywhere near the sizes I included in the shot to show detail. As a result, I only used a 256x256 texture. Maackey provided it with four sided legs... why, because at that zoom it won't ever matter.
You can go as wild with poly and texture space as you want, but should you? Complexity should serve a function, if you can achieve the same effect with a simpler design then the simple design is the most efficient for the situation.
That said, I do like the design of the model, reminds me strongly of the Thud merged with the Peewee.
Polycount, like texture space, should add something to the model.
I don't think I posted this, as it is only my texture, maackey's model, and only a rush job on my part, but...
The unit itself will never be seen anywhere near the sizes I included in the shot to show detail. As a result, I only used a 256x256 texture. Maackey provided it with four sided legs... why, because at that zoom it won't ever matter.
You can go as wild with poly and texture space as you want, but should you? Complexity should serve a function, if you can achieve the same effect with a simpler design then the simple design is the most efficient for the situation.
That said, I do like the design of the model, reminds me strongly of the Thud merged with the Peewee.
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I'd go the other way - smooth out the torso. It's an amphibious unit, so I'd go for round-edges to reduce friction.Sheekel wrote:Looks good, could make a thud replacement as well. The legs need some work. Seems most of the unit is blocky and angular, but your legs are cylindrical and dont really fit with the rest of the model.
Also, you're using a few too many polys on the barrels. 6 or 8 sided cylinders work fine.