Random WIP 2006-2011 - Page 23

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

Post by smoth »

argh I love the mine but must confess the flying wing lacks style. could you consider adding a bit more detail to it?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It already has more polycount than I wanted, due to problems with Rhino's mesher, and I have a lot more to do.

Wanna remodel it and jazz it up? You see the basic idea here- so long as it's a wide, flat flying-wing, with recessed engine nacelles, I'm fairly open to a redesign, although I must admit that the idea of redoing all of those frickin' rivets does not excite me. I thought about putting on some winglets or other scifi greebles, but quite frankly it's over polycount and I didn't want to try to squeeze more stuff into the space. I may come back to it later.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

nah, no time, my semester starts monday.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

<shrugs> well, I may come back to it later on, when everything else is done. I have a long way to go, frankly.

Here's a nice shot, for those of you who don't understand what "Recalculate vertex normals, 3DO style" is for (it's under the Object menu in UpSpring, in case this is all sounding like a foreign language):

Image

Here, you can see this piece after recalculating the vertex normals, or applying "Spring smoothing" to the meshes. As you can clearly see, if you compare with the previous mesh, the flat-sided columns now look smoothly rounded, there are distinct curves that weren't really apparent in the first shot, etc. The reflection map brings it out, and the glowmap adds some interest to what might otherwise be a fairly dull object (and I'll use some animations and FX, but meh, you can see that in the game).

The upshot of all of this is pretty obvious, but there is one smallish catch: Spring doesn't like to properly smooth stuff if you don't apply at least a very slight amount of reflectivity (I think this has something to do with the tesselation stage, but I dunno for sure). At any rate, if you want something to have nice soft curves, then make sure to add at least 1 value of green to the final reflect/glow/hopefully alpha-trans-if-Trepan-ever-gets-around-to-putting-that-cool-stuff-he-keeps-showing-me-into-SVN!

<cough> er, sorry there... been waiting the better part of five months for him to put something he keeps telling me is "trivial" into Spring, so that I can finally start using bump / normal maps and maybe (with LUA) get going with shader integration...
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Argh wrote:It already has more polycount than I wanted, due to problems with Rhino's mesher, and I have a lot more to do.
Why are you using Rhino, anyway?

Also what mod is that, Elite Spring?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

It's a WIP mod, of course.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Still using the teamcolour ball things from nanoblobs? Wouldn't it be better (and possible) to do that in LUA now? Sorta like those teamcolour pallette things

Other than that, they look kinda Aeon-ish, only less shiny and more funky.
I'd also recommend making the engine thrust particles slow down as they shrink, so that you don't get gaps in the beam thing
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

The beam-thing is actually not what I want at all, for the final. What I actually need is a FX that will follow the model's unsynched rotations through space, so that I can do a fixed animation series that stays attached to the engines...
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

They actually have a sort of homeworld-ish look about them...

Particularly these
http://www.wolfegames.com/TA_Section/teaser74.jpg
And these:
http://dille.yagr.com/hw2/index.php?sho ... e=25022003

Which is great, I love the homeworld art!
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Ah, see, that was what it remided me of: the Kadeshi race in Homeworld. The most stylish fleet of spacecraft ever conceived.

Image
Image
Image

More here
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I see you had better luck with google image search then I did ;)
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Nope, image search only turns up crap in this case, normal google is your friend :D
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

That looks nothing like Homeworld... what are those renders from?

The textures are far too high-quality...
User avatar
Dragon45
Posts: 2883
Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Homeworld 2....

is the shit, graphics wise. Also its fun.

But it breaks down in multiplayer and large battles because of shit UI.
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

neddiedrow wrote:That looks nothing like Homeworld... what are those renders from?

The textures are far too high-quality...
That is, actually, Homeworld (1).
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

The texturing on the first Homeworld is definitely not that good.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

neddiedrow wrote:The texturing on the first Homeworld is definitely not that good.
It is. The pictures are just far enough out to hide how low res the texxes are.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Those blue trails look like blue party smoke rather than jet exhaust argh. Take note of the HW shots
[KnoX]ElementalGizmo
XTA Developer
Posts: 266
Joined: 24 Aug 2006, 01:33

Post by [KnoX]ElementalGizmo »

just started to texture units, first being the unit from simbase by peet! very basic atm im afraid but its a nice start i thought..

Image

Image

Image

Image

as you can see very basic but im rather pleased with the greeble i done all the same..

Image

Ive yet to do team colors or any serious detail, and the model you are looking at is lacking the triangle tiled atm.

im getting closer to finishing this but rl is getting in the way big time [looks at bottle] ill post a few dev shots when i "think" its finished to see what u dudes think n what needs to be done to improve its quality....may replace the popup model in xta eventually.

thoughts so far ?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

AF:

I already said, "it's not the final", I just rigged it up for the shots, frankly.

ElementalGizmo:

Not bad for your first stuff at all :-) Here are my critiques:

1. Spend more time on the geometry. The gun is just a repeating series of barrel shapes, and that's the most interesting part of the whole model. While the texture can do serious heavy lifting and add a great deal of life to the piece, you've gotta have somthing more interesting to start with as the basic form.

The big areas that stick out, for me at least, is the turret's base, which would look cooler even if you just made it slope slightly from top to bottom (or the inverse), and the "popup box", which should get some greebles around those corners, or something, to give it a little more oomph. I like the cannon itself, although you really need to use the vertex-normals stuff that I described in the post above this one to make it look fully round in Spring.

2. Use more than one color. While the steel texture you used is nice, and you did a good job keeping the scale about right everywhere, it's boring. Break it up- even if you want everything to feel like it's bare steel, bare steel can have an amazing variety of albedo, reflectivity, and color, based on how it was finished and treated during construction (I used to cut sheet steel for a living, so I know a lot about steel, lol). Give it variety.

3. Lastly, you've got two major choices, in terms of final touches here: go for a cartoon / illustrative look, with aggressive preshading and blacklining, or go for a more realistic approach, and add weathering and other details to give the object the look of a real object. Neither approach is invalid- personally, I think it'd be really cool if all of CA's OTA models were done in a toon style, as that'd fit the rest of the feel of the game. That requires a different approach to texturing the object, though, with more explicit treatment of light and shadow and greater contrast on highlights, and much less noise on the textures (although, it must be said, toon-shaded stuff looks just as good as the realism school if you add weathering- it still feels anime, just weathered).

Overall though, great job!

Oh, and while I'm posting... did somebody call for a siege tank?

Image
Locked

Return to “Art & Modelling”