CORE Croc +1 - Page 3

CORE Croc +1

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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Sheekel
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Joined: 19 Apr 2005, 19:23

Re: CORE Croc +1

Post by Sheekel »

i really like the water jet concept mr.D, imo stick with it
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MR.D
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Joined: 06 Aug 2005, 13:15

Re: CORE Croc +1

Post by MR.D »

Some progress, still a ways to go before its finished.

Basic pallet and some brief highlights done.
Tried to make it darker tones to avoid overbright.
Discuss :-)

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Last edited by MR.D on 21 May 2008, 14:56, edited 1 time in total.
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AF
AI Developer
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Re: CORE Croc +1

Post by AF »

Impressive
[Krogoth86]
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Re: CORE Croc +1

Post by [Krogoth86] »

Well I don't know how you want it to look in the end but when looking at your recent snapshots I fear this being the same as the first Instigator - i.e. a nice tank whose texture bleeds into a big pile of uniform colors on distance...
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Crayfish
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Re: CORE Croc +1

Post by Crayfish »

Very nice. Not sure I like the assymetry with the rivets. Those rivets would look really cool if they slowly, subtly pulsated with a rhythmic light.

The impellers are great. The darkness I'm not sure, could you post a couple of in game shots on different maps?
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Gota
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Re: CORE Croc +1

Post by Gota »

Good idea.
In game shots both up close and from a gaming distance..
It looks excellent but you probably do need more contrast on it..
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smoth
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Joined: 13 Jan 2005, 00:46

Re: CORE Croc +1

Post by smoth »

he just finished the texture, he'll have to post ingame shots after he gets all that imported.

Mr.D, it would help if you also post fullbright non-rendered shots as that would give a good indication of what it would look like in engine. For what it's worth I think it'll look great.
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Croc +1

Post by Warlord Zsinj »

Are the black holes going to be alpha to allow you to see the tracks through them?
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MR.D
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Re: CORE Croc +1

Post by MR.D »

Yeah, the black slots on the track skirts are going to be alpha tranparent vents like in the CAVEDOG render, hopefully the tracks will be visible enough underneath those holes to show some movement.

As far as the lighting, its almost exactly the same shade as viewed in upspring with lighting turned on, just load up any of my .s30 models I did in upspring.
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smoth
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Re: CORE Croc +1

Post by smoth »

uspring is not a good reflection of how it will look in game.
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MR.D
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Re: CORE Croc +1

Post by MR.D »

Well then who can we talk to about making it so that it can be?

Upspring is really the only tool that lets us see what the model will look like before its actually in-game.

If the view settings in Upspring don't represent what a model & its texture layers will look like in game, then what are we supposed to use to get any kind of idea of how to edit a texture which will look good in the Game?

We need a good standard that does allow us to see at least..
Its a great many more steps to actually getting a model ingame.

Opposed to just loading up UPspring and editing things there which is much easier and quicker than loading up a game each time you do a small tweak to a texture, as Upspring renders realtime, is faster and more convenient.
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smoth
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Re: CORE Croc +1

Post by smoth »

well past the whole half texture size thing and no transparencies in upspring, the reflection is stronger in upspring and the lighting is darker but the lighting thing varies from map to map.
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rattle
Damned Developer
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Re: CORE Croc +1

Post by rattle »

The texture isn't scaled down anymore smoth. That was a thing from the past... it's at mip level 1 too.
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MR.D
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Re: CORE Croc +1

Post by MR.D »

Final shading, coloring and the rest is now finished.

I'm going to start doing the layers and have the base model and textures uploaded soon, probably tonight.

I'm going to try and make the Team color areas in a good pattern like I did on the CopperHead flak tank to try and stand out from the grayish areas.

Hopefully this is sufficiently dark to avoid the overbright now.
Remember to right click images to view 1024x1024 for renders.

Discuss

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reivanen
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Joined: 12 Feb 2008, 15:52

Re: CORE Croc +1

Post by reivanen »

Whoa! These are so nice.

Your models are much nicer than supcoms' for instance!

And you have really improved compared to the first core +1:s you made !
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: CORE Croc +1

Post by [Krogoth86] »

I remain sceptical about its look when zoomed out...
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Croc +1

Post by Warlord Zsinj »

I like the rusted effect, but I'd be tempted to exaggurate it even further to make it look like it's regularly encountering water (sea water no less) and getting nice and rusty.

I also think this may blur together into a grey blob at distance - but I think clever use of strong teamcolour could help to break up distinct elements.
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Zpock
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Re: CORE Croc +1

Post by Zpock »

I don't think he is going to be a gray blob at a distance, there's some pretty sharply contrasting areas. Maybe he could use some more (slight) color tinting. Would be nice to see what it looks like with teamcolor in red. Tanks usually don't get much more exciting then this.
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ralphie
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Re: CORE Croc +1

Post by ralphie »

it looks like they've screwed the turret on with a massive screw
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Elkvis
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Re: CORE Croc +1

Post by Elkvis »

ralphie wrote:it looks like they've screwed the turret on with a massive screw
A flat head too. That is going to be a bitch to get out, especially with a bit of salt water. They would be better off with a bolt, or a Philips-head.

Even then, if then if got the metal mix wrong its all over. And they would have, stainless steel is expensive and not ideal for use like this. That turret is never coming off, there is not enough WD-40 left in this war ravaged universe.
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