Random WIP 2006-2011 - Page 229

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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CarRepairer
Cursed Zero-K Developer
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Re: Random WIP

Post by CarRepairer »

Unbenannt.JPG
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Neddie
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Re: Random WIP

Post by Neddie »

Do it. Mario Launcher go-go-go.
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manolo_
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Re: Random WIP

Post by manolo_ »

Image

done some changes, but im not happy with it
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LordLemmi
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Re: Random WIP

Post by LordLemmi »

I know why
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manolo_
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Re: Random WIP

Post by manolo_ »

i know, but i wanted to let it look like that diver shoes^^ (amphibious bot)
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Neddie
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Re: Random WIP

Post by Neddie »

You could lower the core of the unit further in relation to the legs, giving it an almost frog-like appearance.
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rattle
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Re: Random WIP

Post by rattle »

what a perfect replacement for CA's gimp, but I'd call it goofy for IP reasons etc.
Master-Athmos
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Re: Random WIP

Post by Master-Athmos »

If Mr. Thud and Mrs. Hammer would have a baby this it what it would look like... :mrgreen:
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rattle
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Re: Random WIP

Post by rattle »

...and if they weren't on crack while they...

I think you need to ditch the flippers and add some nice clownshoes!
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wilbefast
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Re: Random WIP

Post by wilbefast »

Look at mah horse - mah horse is amazin'!

Image

This is the Granite Knight (as in chess piece) for the Promethean faction: it attacks with its extend-o-fists and can jump. I'm thinking of calling it the "Trojan" as the current naming convention is a bit boring (Could be "Trojan - Granite Knight: heavy m├¬l├®e shock unit").

Thoughts before I go any further (still needs his hammer-fists + legs obviously)?

William
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smoth
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Re: Random WIP

Post by smoth »

set your normals first then we'll talk critique.
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wilbefast
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Re: Random WIP

Post by wilbefast »

smoth wrote:set your normals first then we'll talk critique.
:shock: euh?

"normals"?
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smoth
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Re: Random WIP

Post by smoth »

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aGorm
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Re: Random WIP

Post by aGorm »

For a quick dirty fix, just go into object mode, right click and click "auto smoth"... this will quickly change the edge hardnesses, thus "setting" your normals, though realy you should then go back and check everything you want as a hard edge is hard in edge mode.

aGorm
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Pxtl
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Re: Random WIP

Post by Pxtl »

wilbefast wrote:
smoth wrote:set your normals first then we'll talk critique.
:shock: euh?

"normals"?
Quick explanation: you see how the torso has wonky shading? That's because the polygons don't actually face the way you think they face. I mean, obviously, the triangle connects the 3 vertices... but the shading can be tricked into thinking they face completely different directions. This is important for smooth shading, since it keeps the models from looking like the collection of flat polygons that they are.

Either way, the normals (that is, the shading-facings of your polys) are wrong and ugly.
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Argh
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Re: Random WIP

Post by Argh »

I love the double-bear'ld mecha. Nice work, aGorm.
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rattle
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Re: Random WIP

Post by rattle »

wilbefast wrote:
smoth wrote:set your normals first then we'll talk critique.
:shock: euh?

"normals"?
Image
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Hoi
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Re: Random WIP

Post by Hoi »

Image
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maackey
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Re: Random WIP

Post by maackey »

A cookie for the number of times either of those pictures have been posted in the ~230 pages of this thread.
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wilbefast
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Re: Random WIP

Post by wilbefast »

Pxtl wrote:Quick explanation: you see how the torso has wonky shading? That's because the polygons don't actually face the way you think they face. I mean, obviously, the triangle connects the 3 vertices... but the shading can be tricked into thinking they face completely different directions. This is important for smooth shading, since it keeps the models from looking like the collection of flat polygons that they are.

Either way, the normals (that is, the shading-facings of your polys) are wrong and ugly.
Thanks Pxtl for actually answering the question rather than just telling me that "soft edges are bad". Again. Again, I know how to manipulate edge hardness - that's how I got the Mohawk and ears nice and sharp and the arms nice and smooth - Since this is supposed to be a stone statue and not a metal robot I'm using mostly soft edges with a few hard ones:

Image

That's actually a reworking of the chest since the last image, since I'll agree it did look a little wonky. Anyway, I actually had no idea that I had any control of these "shading-facings", but I'll try to figure out how to "fix the normals" in Wings. Could somebody at least tell me what tool I should be using? There doesn't seem to be a "fix the normals" option for surface selection :o
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