Random WIP 2006-2011 - Page 76

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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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

KDR_11k wrote:Shit, can't you people say anything without going into a huge flamewar?
Nope, that seems moderately impossible. :wink:
I remember posting a few models with textures in here before, though I'm sure they've been deleted by now. A WIP pic, hmm. I don't have many WIP units at the time. Let me go and find something... Or maybe I should just post a finished model, I don't think it would make too big a difference...

Alrighty then, I'll use the Caterpillar. I suppose I am because I like the preshading I've used on it.

Image

Image

Edit: Yes, "sitting on his game" is a fine way of looking at it. I haven't done anything for quite a while. :P
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

Snipa, I think the two things that can be improved on that texture are;

- The yellow is nice, and it's good that it has some noise rather then a flat tone, but I think there needs to be some larger tonal variations on the yellow, as well as scratches and breaking up of the yellow paint. You've done it to an extent near the tracks; the problem is there that the scratching feels a little 'fake' - you're unlikely to see metal peel away in neat blobs like that (though it's not too bad). I think you're more likely to see more glancing scratches then clear chunks missing. pic.
- Secondly, the edges definitely need to be highlighted. A good way to do this is to use your base layer (make sure it's got some noise and contrast so that you get a more speckled highlight - if it doesn't, use a rough brush initially), then grab the dodge tool at low strength (I use photoshop, don't know if you do, so hope this is relevant), with a large brush, set to 'midtones'. I'll brush up and down all edges intersecting at that point a few times (obviously thinking about where the light is coming from; but most edges can do with some sort of highlight, if not the strongest), then shrink my brush, repeat. Once my brush is pretty small, I switch the dodge tool to pick up 'highlights', and continue. You should get a nice speckled line highlighting that edge, as well as risidual highlights from the larger earlier brushing. You can see the effect on the image I posted earlier. Most of the highlights you see there are painted on, rather then generated by spring, and it really helps to give definition to geometry.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Well, I may go ahead and add those changes, it should only be a few minutes of work. Thanks for the tips.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Lol that looks fuckin sweet KDR!

And nice crane, whatsitfer?
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Image Image
Woo down to *10 layers... and I love gradient maps.
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Re: Random WIP

Post by TheRegisteredOne »

Warlord Zsinj wrote:Snipa, I think the two things that can be improved on that texture are;

- The yellow is nice, and it's good that it has some noise rather then a flat tone, but I think there needs to be some larger tonal variations on the yellow, as well as scratches and breaking up of the yellow paint. You've done it to an extent near the tracks; the problem is there that the scratching feels a little 'fake' - you're unlikely to see metal peel away in neat blobs like that (though it's not too bad). I think you're more likely to see more glancing scratches then clear chunks missing. pic.
- Secondly, the edges definitely need to be highlighted. A good way to do this is to use your base layer (make sure it's got some noise and contrast so that you get a more speckled highlight - if it doesn't, use a rough brush initially), then grab the dodge tool at low strength (I use photoshop, don't know if you do, so hope this is relevant), with a large brush, set to 'midtones'. I'll brush up and down all edges intersecting at that point a few times (obviously thinking about where the light is coming from; but most edges can do with some sort of highlight, if not the strongest), then shrink my brush, repeat. Once my brush is pretty small, I switch the dodge tool to pick up 'highlights', and continue. You should get a nice speckled line highlighting that edge, as well as risidual highlights from the larger earlier brushing. You can see the effect on the image I posted earlier. Most of the highlights you see there are painted on, rather then generated by spring, and it really helps to give definition to geometry.
I want yellow like this:
Image
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

@ Argh & Anime

Sorry don´t remember any Anime-SpaceOpera were the Ships looked "cute" - in "CrestoftheStars" or PlanetES they were grim dark or just realistic. So KDR is still heading into Animestyle which is fine..

Strange Thing how all those Moddesigners become so touchy in Time...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

ha ha, yeah, I am backing up picasso, anime has some of the more realistic starship designs. legend of galactic heroes and macross are where homeworld drew much of it's inspiration from. Crap like startrek/starwars is more cartoony to me as it effectively applies normal aircraft design to space ships.

I cannot read arghs posts but I just wanted to toss out a holla to logh and macross.
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rattle
Damned Developer
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Re: Random WIP

Post by rattle »

Roger to both.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

The main reason anime is more realistic is because it's faaaar easier to animate scenes in zero-gee than film them with actors, but yeah. Smoth = correct on this one. With the exception of spacecraft that actually exist, obviously...
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smoth
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Re: Random WIP

Post by smoth »

yeah, our current spacecraft still have to have atmospheric flight. We have no anti-gravs for wingless flight or space stations for them to dock with.
SecurE
Posts: 87
Joined: 29 Apr 2005, 23:49

Re: Random WIP

Post by SecurE »

Didn't Macross use earth style fighters/(robots) as space fighters? Along with a giant spaceship/robot, not exactly what I'd call more realistic unless my memory is failing me. Not that Star Wars/Star Trek is any better, though there are workable designs there. Galactic Heroes is pretty interesting though, from what I can recall.
PlanetES doesn't exactly have any futuristic warship designs.

Either way, I do believe most people think of the more stylistic, very odd designs first when you mention anime, regardless of the number of what you might call normal designs.
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smoth
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Re: Random WIP

Post by smoth »

macross used standard looking fighters because there was atmospheric fighting. The veritech was an in atmoshpere fighter built of acquired tech and old knowledge but the MACROSS and all the other ships which were mean for space combat were different. Even the zentradi fighter pods were not like conventional aircraft.

so your memory was partially on. google it.

Image
[Krogoth86]
Posts: 1176
Joined: 23 Aug 2007, 19:46

Re: Random WIP

Post by [Krogoth86] »

Best anime spacecraft ever:
Image

:mrgreen:
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

gtfo... the game was decent though.

Image Image Image Image
I'm so terribly slow...
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

damnit, get that anim done so I can puts it in TD!

in other news, the zeon hanger:
Image
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

Nice cannon :mrgreen:
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

image broken?
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rattle
Damned Developer
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Re: Random WIP

Post by rattle »

This is why you mirror images...
Image
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

Heh, that Macross thing reminds me of the GTF Apollo from Freespace...
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