Random WIP 2006-2011 - Page 28

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

Post by Warlord Zsinj »

I also found that the best way to do lights isn't always to make them hard edged, but to work over them three or four times with a soft brush, each time bringing up the opacity. Do the same on the glow layer. It really gives you a nice 'glow' effect to the lights.

You can kinda see what I'm talking about here:
http://www.tauniverse.com/forum/attachm ... 1183700976
(ATST texture is a placeholder)

And preshading is very important.
Image
The head there is basically a flat red texture with lots of preshading.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Image

Model by Keithus, paint by me.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Nice!
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Thanks :-)

Next up, the Laser Tank! (yes I am procrastinating about the Air Plant, but meh, I have a model, I must paint)
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

And here is the Laser Tank.

Image

Model by Guessmyname, paint by me.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I like that lanky robot argh, it's got a great sense of character about it, especially the leg shield bits. Strikes me as vaguely samurai.

The gun feels a little 'tacked on' though.

And GMN, nooo! Not another mod ;)
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

@Warlord Zsinj:

Yes, I thought so, too! Very little of the model is in any way mine, Keithus did excellent work there, and I think he hit the overall style of the game just right- anime, inhuman and a little evil.

A less-silly NanoBlobs, when I bother thinking about it. I originally thought about actually doing that- reworking NanoBlobs- but I decided that one major game-design failure was enough ;)

The gun is "tacked on", in a pretty literal sense- we had to rework things a bit, to keep it simple to animate. So that's mainly my fault, really. However, it has a nice retract animation, and should look reasonably cool, when you see how it works in the game- you only see it at something like that angle when the character's shooting, and it retracts and re-angles while walking around. Bear in mind that I never shoot these shots posed, or raytrace them- that's cheating, imo, and doesn't fit the idea that these are WIPs, not final game models. It'd be lame, if I posted working shots from PURE here, where everything comes to life.

As for GMN, I got this from him, then his compy imploded :( I'm afraid that this is the last anybody is going to get until that turns around, which is too bad, since I thought that, after I fiddled with it a bit, it fits in with the other vehicles pretty well, and has that proper, "Weasel-like" feel that I was hoping for.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I think the robot would look better if it made use of it's arms to fire, but I suppose a retract anim could also look cool.

It just seems a little redundant, which yuo don't see often in robotic designs. If it doesn't use it's arms to fire, then it wouldn't have arms!

/me votes to give robot a No-Dachi Sword that vibrates through armour ;)
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Both very sexy, and the imperial guard unit at the top of the page is also excellent.

Argh, could you show the bot from a few more angles? I'd like to see how the gun is connected to the rest. But I really like the design, as Zsinj said, it has a lot of character to it. Will be interesting to see how that carries over into the animations.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Warlord Zsinj wrote:It just seems a little redundant, which yuo don't see often in robotic designs. If it doesn't use it's arms to fire, then it wouldn't have arms!
what happens if it falls over?

*robot* "ive fallen and i cant get up!"
*enemy forces* "lololol"
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Image

intended as a Core Goliath replacement. im not too sure about this one, im not really feeling it.
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Yeah, it is a little to cute for a huge battle tank :/
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Sd.Kfz. 251:

Image
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

heh, that reminds me of Zone Raiders
Image
Yay for vehicles with no wheels that magically hover.
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Lord Toulus Hetzer
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Joined: 25 Jul 2007, 19:47

Post by Lord Toulus Hetzer »

SpikedHelmet wrote:Sd.Kfz. 251:

Image
i love the 251, looks good the tracks is missed maybe we can see the tracked varians. and not just the 251 :) khm.. the texure little pale-wan .
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Lord Toulus Hetzer wrote:
SpikedHelmet wrote:Sd.Kfz. 251:

Image
i love the 251, looks good the tracks is missed maybe we can see the tracked varians. and not just the 251 :) khm.. the texure little pale-wan .
I have no idea what you just said.

Finished product:

Image
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Lookin' good there, Spiked- great details, color feels right, at least to me, and it's very accurate :-)

Only suggestion I can think of is that the lower areas might want more preshading, to make 'em pop a little more with changes of light, but that's a very minor quibble, I don't think it'll really matter that much, at scale, and the model overall is great!
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

My only dislike of it is the glaringly obvious seam line on the wheels. Damned shading >____>
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

The only real way around that is to assign more texture space to the tires, and blend around the edges of the seams more with airbrush, to give it a smoother feel on that transition area. It's always tricky.

Given that he's trying to emulate the real-world feel of the bumps on those tires, it's especially hard.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Ahhh, trust me, I know. I've been down that road. :|
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