Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
Nice but the sheer difference between the tracks and the tops makes it look like the armour is made of brown paper ^_^
Re: Random WIP
I was going to say that too. It looks like an excellent paper model.
Re: Random WIP
As others have noted, the sheer difference between the wheels and armor is very large.
Unlike the others, if this was being used for a game, that would be a bad choice because the wheels are some of the least seen objects in a game, depending on vehicle type.
Looks pretty good, though
Unlike the others, if this was being used for a game, that would be a bad choice because the wheels are some of the least seen objects in a game, depending on vehicle type.
Looks pretty good, though

- SwiftSpear
- Classic Community Lead
- Posts: 7287
- Joined: 12 Aug 2005, 09:29
Re: Random WIP
The treads ate up alot of your time limit 

- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Random WIP

- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: Random WIP
Wanted to see what I could get within the time limit, so yeah, not enough time to add more detailing and polishing. Only after doing the tracks that I sat back and noticed the imbalanced contrast in the tracks and body...
Thanks for the constructive crits, i'll fix this one up and maybe add spec/bump maps after finishing textures for some other models.
PS @ self: Need to werk fastarrrrrr!

Thanks for the constructive crits, i'll fix this one up and maybe add spec/bump maps after finishing textures for some other models.

PS @ self: Need to werk fastarrrrrr!
Re: Random WIP
l o l!Guessmyname wrote:
This was going to be a remodel of the AK for the CA project, but I got a bit carried away. I think I overdid it.
give it to carrepairer and i and we will put into dr. quantum's factory. It would be cool if you could texture it because both of use fail at that (so far.... its the mapping that is killing us)
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Random WIP
Very sexy.
My suggestions:
- Break up the reflection map with areas of light and dark, and noise. this gives a more rough reflection that is more typical of metals, as opposed to the 'plastic' reflection feeling of that texture.
- Add some 'residual glow' / fake bloom around your light sources. Best way to do this is, on both texture 1 and in your red channel, grab a soft edged brush at 15% opacity, and about double the size of the light, then click once, then reduce the size of your brush, click again, reduce size, click again, etc, etc. It gets a pretty cool effect.
Another way to add realism to glows is to light the area where the light is shining onto, such as some of the surfaces underneath the windows that you have there.
- imo you should break up the glow of the bridge somehow. A bit of noise, some beams, it just feels a bit 'cylon' (or I guess 'cyclops' from X-men).
Still though, very sexy. I really hope aircraft will actually animate flying into and out of it...
My suggestions:
- Break up the reflection map with areas of light and dark, and noise. this gives a more rough reflection that is more typical of metals, as opposed to the 'plastic' reflection feeling of that texture.
- Add some 'residual glow' / fake bloom around your light sources. Best way to do this is, on both texture 1 and in your red channel, grab a soft edged brush at 15% opacity, and about double the size of the light, then click once, then reduce the size of your brush, click again, reduce size, click again, etc, etc. It gets a pretty cool effect.
Another way to add realism to glows is to light the area where the light is shining onto, such as some of the surfaces underneath the windows that you have there.
- imo you should break up the glow of the bridge somehow. A bit of noise, some beams, it just feels a bit 'cylon' (or I guess 'cyclops' from X-men).
Still though, very sexy. I really hope aircraft will actually animate flying into and out of it...
Re: Random WIP
*specularity- Break up the reflection map with areas of light and dark, and noise. this gives a more rough reflection that is more typical of metals, as opposed to the 'plastic' reflection feeling of that texture

Yeah, it can make a huge difference and is one of the few options we have to describe a material a bit better.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
Re: Random WIP
wow thats cool, what is it for?!azaremoth wrote:
Re: Random WIP
Thanks - I took your tips by heart. I strengthened the bloom (actually it was already there) and added some noise and random light and dark zones to the light map. It isn't that good visible on the screens but you are completely right - it looks more metalish now.Warlord Zsinj wrote:Very sexy.
My suggestions:
- Break up the reflection map with areas of light and dark, and noise. this gives a more rough reflection that is more typical of metals, as opposed to the 'plastic' reflection feeling of that texture.
- Add some 'residual glow' / fake bloom around your light sources. Best way to do this is, on both texture 1 and in your red channel, grab a soft edged brush at 15% opacity, and about double the size of the light, then click once, then reduce the size of your brush, click again, reduce size, click again, etc, etc. It gets a pretty cool effect.
Another way to add realism to glows is to light the area where the light is shining onto, such as some of the surfaces underneath the windows that you have there.
- imo you should break up the glow of the bridge somehow. A bit of noise, some beams, it just feels a bit 'cylon' (or I guess 'cyclops' from X-men).
Still though, very sexy. I really hope aircraft will actually animate flying into and out of it...
Scripting the fighters' starts is actually not my business - I rather do some more models - there are only 21 (~25%) done yet.

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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Random WIP
I'd love to see some screenshots :)
Re: Random WIP
Are those Harkonnen troopers? An ammo belt would rock and I would consider it almost required on such a gun, but if your cheap you could just go with an ammo box mounted on the underside of the gun, maybe with a small 20cm belt coming out of it into the gun? LIke this:


Re: Random WIP
Dune 2 Heavy Troopers, all three sides used them (you get a squad in the last mission for the Atreides as well
).
The problem with the ammo belt is vertical aiming, though I might skip that entirely because I have to prepose it by script. There's still some space left on the UV so I can add one later.


The problem with the ammo belt is vertical aiming, though I might skip that entirely because I have to prepose it by script. There's still some space left on the UV so I can add one later.

- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
Re: Random WIP

will this mod feature little boys by any chance?