
Tower Defense thread.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
hunterw wrote:oh ffs stop complaining about realism
the model looks fine
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.chillaaa wrote:It's fine, give over Zsinj.
If I had time, I am constantly busy, between the gundam work, towerdefense and a social life I keep pretty busy.Neuralize wrote:Smoth, you should do some modeling tutorials, or at least a very general unit creation tutorial.
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.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?
I do my uvmaps in wings then go into photoshop for the texture:

I am not really sure what part of my work flow would really be useful.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
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.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.
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.
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.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.
Unless "high end" here means movie studio employee and not "masterful artist".
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.
That said, I still think Smoth is an awesome modeller; but dont forget; he creates mods; and unlike most professionals; he also scripts.
- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
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.
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.