Random WIP 2006-2011 - Page 10

Random WIP 2006-2011

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

Moderators: MR.D, Moderators

Locked
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

KDR_11k wrote:Wouldn't such a long ship be hard to move anywhere? The core thing is pretty much square so its footprint should match its shape but that long thing would need a huge footprint to avoid clipping.
hush. i came to the same realisation myself. im going to go with my original idea of making the arm one a catamaran.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

some more random wips (even though they are more or less finished now)

Image
Image

and

Image
Image

i like the second one a lot, has a very cool counter-rotating blade effect
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

and a little something im working on for S:1944

Image
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

the parts on the wheels in the track could be done vi texture, those tiyn little faces on the sides are unnecesary.

The same with the little long strip faces at the top between the larger panels.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

AF wrote:the parts on the wheels in the track could be done vi texture, those tiyn little faces on the sides are unnecesary.

The same with the little long strip faces at the top between the larger panels.
i know. i never said it was finished did i?
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Like the bevel option much?

The base of the brrel on that tank has way too many polies.
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

Is that some kind of M5 Stuart light tank (looks very much like it)? If so, then the gun is quite strange (it's way to large), unless it's some kind of close support modification? Of course, this may just be the "work in progress" part that makes it look so big...
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

yuritch wrote:Is that some kind of M5 Stuart light tank (looks very much like it)? If so, then the gun is quite strange (it's way to large), unless it's some kind of close support modification? Of course, this may just be the "work in progress" part that makes it look so big...

ding ding ding! we have a winner!

Image

it is infact the hull of an M5 Stuart, with a 75mm howitzer in the turret
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Why are you modelling a tank that is actually really ugly in real life?
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

jcnossen wrote:Why are you modelling a tank that is actually really ugly in real life?
M-M-M-MONSTERKILL!
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Why did you bevel the turret edges when the real thing has no bevel there?
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Post by yuritch »

I thought M8 had an open-top turret? Yours seems like it has a roof...
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Yeah, you should stop using bevel so much in general, it's of no use in low polygon modeling IMO.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

rattle wrote:Yeah, you should stop using bevel so much in general, it's of no use in low polygon modeling IMO.
it actually works very well in the conversion work im doing for my other project, its a quick and easy way to add polygons along sharp edges where i want to add either contrast colour or team colour.
yuritch wrote:I thought M8 had an open-top turret? Yours seems like it has a roof...
its still WIP, i basically havent touched the turret since i did the original shaping.

The way i model is a quickly whip up the basic shape of whatever im trying to make, in this case the M8 HMC, so i can view the model in its entirity, then go over the model again.

Image

If you dont know what whis is... well lol @ u :)
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Just thought id mention that i installed Wings at the start of June. Before that i had NO 3d modelling experience. At all. So im learning as i go along, the same as i am with scripting, texturing and balancing.
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Learn to UV-map/s3o.
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Zpock wrote:Learn to UV-map/s3o.
I'll be learning how to do that in the next week or so :)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

imo new modellers should skip 3do entirely and go straight to s3o
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

AF wrote:imo new modellers should skip 3do entirely and go straight to s3o
imo we should pretend that (in my case especially) people dont automatically have hundreds of hours of experience with image editing software other than mspaint, or any sort of 3d modelling or coding as soon as they start modding Spring stuff. We could also pretend that last month if you'd asked me to do what i can do now id have gone 'lolwhat?'

even better. DONT PRETEND. EVERYTHING ive learned about modding spring i have done in the past 4 weeks. In that time ive pretty much managed to get the hang of Wings, 3dobuilder, Upspring, the various tools for unpacking and repacking modfiles, editing fbi and tdf files as well as coding bos scripts.
User avatar
Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

Heh, I could s3o with my eyes closed but I still have no texturing experience past mspaint (and making trippy crap with a raytracer <_<)
Anyway, I do agree with AF on this one. 3do simply isn't really a stepping-stone in the path of learning to create content for spring, it's just a 10 year old modelling format with many problems in the spring engine.
Locked

Return to “Art & Modelling”