Tower Defense thread. - Page 16

Tower Defense thread.

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

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

Post by Warlord Zsinj »

Give maelstrom back then, and I'll call off the hounds ;)
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Since most of the last page was hijacked:

Image
espylaub
Posts: 205
Joined: 01 May 2006, 11:35

Post by espylaub »

Excellent. Really. Can't wait to blow it up :D
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

There's a little bit of clash on that texture, I think, between the steel grate (behind the plow bit), which looks quite grungy and dirty, and the simplified cartoony texture (which is very effective, btw) of the rest of the model. I think it might help if those metal areas were made a little more clean to match the rest of the texture.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

meh, the whole front blade is dirty, I figure there is no point in maintaining the paint on that area. So I figure they would have the rest of it fairly clean but the front dozer blade would be filthy.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I don't think the dozer blade looks out of context at all with the rest of the paintjob, it looks fine - it's just the steel bits that are propping it up.

But it's a pretty small gripe, otherwise it looks fine, and it's not like it's ruined if you leave it ;)
User avatar
chillaaa
Posts: 234
Joined: 16 Mar 2005, 00:12

Post by chillaaa »

It's fine, give over Zsinj.
User avatar
hunterw
Posts: 1838
Joined: 14 May 2006, 12:22

Post by hunterw »

oh ffs stop complaining about realism

the model looks fine
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

Smoth, you should do some modeling tutorials, or at least a very general unit creation tutorial. There is obviously a very excellent work process going on behind the scenes that is making this flow very smothly. What do you use to model/uv?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

hunterw wrote:oh ffs stop complaining about realism

the model looks fine
chillaaa wrote:It's fine, give over Zsinj.
Well, he is stating his honest opinion and he is giving good reasoning behind it, if he was being a jerk or something I would be upset but he isn't. It'll all good.
Neuralize wrote:Smoth, you should do some modeling tutorials, or at least a very general unit creation tutorial.
If I had time, I am constantly busy, between the gundam work, towerdefense and a social life I keep pretty busy.
Neuralize wrote:There is obviously a very excellent work process going on behind the scenes that is making this flow very smothly. What do you use to model/uv?
Thank you, but it is no big secret, I start with and outline of what I want the unit to look like, then I draw all the subsystems followed by the exterior armor. once my concept is fleshed out I then go right into wings to model it. I thought about showing a video of it but frankly my modeling is not that extra ordinary.

I do my uvmaps in wings then go into photoshop for the texture:
Image
I am not really sure what part of my work flow would really be useful.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Yeah, no offense was intended, I was just pointing out something I thought could be improved. It's still a hot texx and a hot model.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

So much quality stuff... nice work.
User avatar
Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

smoth wrote:I thought about showing a video of it but frankly my modeling is not that extra ordinary.
Bullshit, you're one of the best modelers here, a video would be very cool to see.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

He means there's many videos out there from master modelers (the kind everyone in the industry admires) and you're better off watching those.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

correct, while I mean no offense to the other modelers here, I frankly am an amateur. I do not have anything near professional skill. I may be good in some peoples eyes but I still have a loooooong way to go.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

smoth wrote:correct, while I mean no offense to the other modelers here, I frankly am an amateur. I do not have anything near professional skill. I may be good in some peoples eyes but I still have a loooooong way to go.
However, take into account the genera you work towards... Ask most of the industry level high end modelers to model a good looking unit with a 1000 polies on a single 512x512 texture map and I doubt most of them produce something as nice as the average model you do here.

People get good within the spheres in which they practice most. You are an extremely high quality low poly, high efficiency modeler. While sure, you look at film 3D artists and high end FPS engine modelers and say to yourself "wow, they are alot better than me", alot of that is that they are just much more experienced working within those conditions. If you spent the time modeling at the level necessary to make good shit here working on those kind of models you'd be much better within that universe of modeling.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

SwiftSpear wrote:However, take into account the genera you work towards... Ask most of the industry level high end modelers to model a good looking unit with a 1000 polies on a single 512x512 texture map and I doubt most of them produce something as nice as the average model you do here.
Nonsense. The PS2 isn't even dead and buried yet and has similar constraints (GTA 3's main character used a 256x256 texture). Most if not all industry-level modelers (at least those worth their salt) can deal with those constraints. Hell, I've seen some of them use less than 100 polygons and a 64x64 texture and it still looked awesome as fuck. Play Quake 3 and then compare it with the things you see in Spring. Play Serious Sam and compare it to the things you see in Spring.

Unless "high end" here means movie studio employee and not "masterful artist".
Lippy
Posts: 327
Joined: 16 Jul 2006, 00:24

Post by Lippy »

Don't forget the wii still has similar kind of constraints, and it looks like it's still going to be around for many years to come. In other words, low poly modeling will still be on the agenda for many years to come.

That said, I still think Smoth is an awesome modeller; but dont forget; he creates mods; and unlike most professionals; he also scripts.
User avatar
SwiftSpear
Classic Community Lead
Posts: 7287
Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

Smoth's models look as good as pretty much most of the stuff on the PS2 gen you're speaking about. Better than some even. The exceptions clearly used higher end modeling than most of smoth's stuff is. He's not comparing himself to those guys it seems.

Seriously, look at GTA vehicle and weapon models, they aren't anything to be astonished at. Organic models are a bit of their own genre, but once again, if you don't do alot of work with organics you aren't going to be as able to model them proficiently. The only way to master it is put work in.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

I can model organics, I just have no skeletal or riging system to use in spring. :\
Locked

Return to “Game Development”