Arm Units + 1/2

Arm Units + 1/2

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Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Arm Units + 1/2

Post by Sheekel »

Im working on some Arm counterparts to MR.D's models. I'm not anywhere near as good as MR.D is (hence the .5), and as such any critique or tips are most welcome.

Anyway:

Arm Samson

Image

Image
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

yea

Post by rcdraco »

the tire graphic looks great.

The bumper should be darker, glass should be lighter[ and shiny].
Last edited by rcdraco on 20 Nov 2007, 00:57, edited 1 time in total.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Tires are win, body needs preshading.
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Mooseral
Posts: 49
Joined: 28 Sep 2007, 04:43

Post by Mooseral »

It doesn't really look like the original to me... But hey, not such a bad thing :-) . Needs more contrast adjustment too, you should get the darkness/lightness adjusted as it will make a great difference with relatively little effort.

Overall, go you, remodeling ftw.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Mooseral wrote:It doesn't really look like the original to me...
Agreed plus the main body (where tires and team color "bricks" are attached to) has way too little detail both texture and geometry wise. It somehow looks like a brick with tires... ;)

With that said it might even have been the better idea to just take the 3do model and put your texture on that as you don't really have more detail but a "stupid" look instead...

Tire and that chain look fine btw... :-)
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

I loosely based the design of this concept art, hence the front bumper, "side bricks", etc.

http://itchstudios.com/psg/ta/total_ann ... opdown.jpg
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Though even there you pretty much have the OTA design i.e. the launcher isn't in the middle but a bit more to the left and right next to it there is this ... well I don't know how to describe it - this "wall" on top of the Samson which goes into its depth...

I think it would help if you let those chains in the back "flow" into the chassis. Right now you have the problem that you have pretty much a base cube where tires, chains and the teamcolor blocks just are "glued" on. Especially the teamcolor block on the side looks bad. Just give the whole chassis a more wider form and just put the tracks under it instead of glueing it to a flat surface...

How does the back look btw?
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

I'd like to see the camo, as well as more greebling/details and contrast on the main body.

UV wise, I wouldn't mirror the face on the top of the rocket launcher. It is the most commonly seen face on the whole model, and the mirroring is very obvious there.

Finally, a small issue is that the tires do not line up correctly as they wrap around, with a clear seam visible on the tire. This problem would become much more obvious when the tires are rolling around, because you wouldn't have the regular rhythm of the tire treads, but rather would visibly see a seam spinning around.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Your texturing detail is inconsistent, I'd argue the tyres are the least deserving of texture as they're not the most visible feature of the model, and should be worked on last not first.

e.g.:
http://images.darkstars.co.uk/spring/po ... istent.jpg
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Stumpy. Yes i know the barrel is misaligned, it will be fixed in upspring.

Image
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Post by [Krogoth86] »

Well it suffers from the same "parts glued on a simple geometry" problem as the samson. Especially for a tank it has to look like "one piece" plus turret...

When looking at your model I also ask myself why didn't you go for 3do in the first place as you just keep painting each face on its own without any transitions. You can see that on those glued parts but even on the main body where this greenish surface goes into that grey metallic. It's just a harsh line (and I'm pretty sure that there's a poly seam too) and no blending together. If I look at it now this also was one of the problems your Samson had too though not as obvious as with the Stumpy...

Your texturing skills aren't total crap you now just need to make a fluid geometry without those extrem hard seams because of which everything looks like 10 arts put together and have your texture flow along the surface instead of just giving each face a different, unique look. Then your units might look really really good... :-)
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AF
AI Developer
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Post by AF »

sheekel, krogoths right, but I'd say you aren't really sure what you want to do.

I'd say that the textures exentuate an already existing issue. The base of the tank, the turret, and the barrel all look like they've been mashed togetehr from 3 separate units. It doesnt really suit the existing stumpy either, it looks like its either gotten 4x smaller or 4x taller.

So, A: Its too tall, it doesnt fit in at all because of that.

B: It is too square. The arm tanks are rectangular logner than they are wide. Square tanks are for core not arm.

C: Too bulky looking. Bulky tanks are level 2 tanks in the arm tech tree. Compare the existing stumpy and flash to the bulldog and the anaconda. The stumpy isnt a heavyweight tank, its a lightweight plasma tank for bases etc.

As it is now I'd rather you retextured it dark using Mr.D style textures and instead of calling it the stumpy remodel, call it the leveler remodel, because the design at the moment is a core design not an arm design.
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Mooseral
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Joined: 28 Sep 2007, 04:43

Post by Mooseral »

It's true... the units do look kindof chibi-ish. Square, with big cockpits. With refinement, however, they could look quite good. A good first step may simply be to flatten them, and make them longer. Arm tanks also are usually fairly flat, with almost a catamaranish hull, I'd thought...

Anyhow, with some reproportioning and different base geometry your models will look much more arm-y.

Hehe, army 8) .
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