CORLLT
Moderators: MR.D, Moderators
- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORLLT
Very nice.
I think your preshading, particularly the dark areas, might be a little too strong - it tends to drown out certain details, and is not emphasized by contrasting bright areas.
Other areas where it could be improved is that you seem to have delineated mesh vertices with a light line. While it is a good idea to emphasize line joints with light highlights, right now it looks a little like you've forgotten to switch off your UV overlay (well, not quite, but you get what I mean). Try to emphasize the vertices more subtly; vary the thickness of the line, make it brighter in certain areas (typically where the sun would glint more, on edges that are facing upwards, etc), and instead of just doing brightened edges, achieve a similar effect more realistically using edge wear and scratches (if using PS, one of the rougher brushes set to a low flow works well for this, then work back over with an eraser with a rough brush).
A small note is that to match MR.D's stuff, I'd probably add a glowing red light somewhere on the turret. It'll add more character to the unit too.
I think your preshading, particularly the dark areas, might be a little too strong - it tends to drown out certain details, and is not emphasized by contrasting bright areas.
Other areas where it could be improved is that you seem to have delineated mesh vertices with a light line. While it is a good idea to emphasize line joints with light highlights, right now it looks a little like you've forgotten to switch off your UV overlay (well, not quite, but you get what I mean). Try to emphasize the vertices more subtly; vary the thickness of the line, make it brighter in certain areas (typically where the sun would glint more, on edges that are facing upwards, etc), and instead of just doing brightened edges, achieve a similar effect more realistically using edge wear and scratches (if using PS, one of the rougher brushes set to a low flow works well for this, then work back over with an eraser with a rough brush).
A small note is that to match MR.D's stuff, I'd probably add a glowing red light somewhere on the turret. It'll add more character to the unit too.
- clumsy_culhane
- Posts: 370
- Joined: 30 Jul 2007, 10:27
Re: CORLLT
Oooooo Nice work. Very nice interpretation of the original. /me wants for CA now!
Re: CORLLT
I like. a lot. Much better than dildo-on-tripod thing that ca has going for it atm.
Re: CORLLT
I like it very much, true to the original yet much better looking.
Re: CORLLT
Nice! Can you make a double headed version too? And perhaps a HLT in the same style? I'd throw away the current HLT model and re conceptualize based on the LLT
Re: CORLLT
Very nice. Bit dark. Feels very 'Core'.
Re: CORLLT
Did you clean the model up for non-3do use?
You also may want to set up the normals (edge hardness).
You also may want to set up the normals (edge hardness).
Re: CORLLT
Lovely work, CA will use this, though, like Mr.D's models, we'll have to scrub the core logo.
As for heavy preshading, high contrast between dark/light areas helps distance recognition. It could probably do with lighter highlights, but the dark spots are just dark enough. So dont go overboard with WZ's advice and make it all grey.
As for heavy preshading, high contrast between dark/light areas helps distance recognition. It could probably do with lighter highlights, but the dark spots are just dark enough. So dont go overboard with WZ's advice and make it all grey.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: CORLLT
BaNa wrote:I like. a lot. Much better than dildo-on-tripod thing that ca has going for it atm.
AF wrote:Nice! Can you make a double headed version too?

ITT Lulz
btw, niiiice model. Preshading seems a bit much, but I think with a proper specular map it would turn out really nicely.
Re: CORLLT
*sigh, with both MR.D AND TRO modeling Core stuff, Arm just isn't getting enough love these days.
(Except for Treeform's PeeWee, that shit is boss)

Re: CORLLT
////////awsomness.
We need more modelers/texturers still.
We need more modelers/texturers still.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: CORLLT
+1Hoi wrote:then learn how to texture and model!
Re: CORLLT
Not yan, he doesn't have the guts
Re: CORLLT
Very nice. CA will definitely use this once you release it.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: CORLLT
We going to see an update, TRO?