Random WIP 2006-2011 - Page 126

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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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

I've been wanting to do that, but I've no idea where to look for them.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Uh google for a type of metal +texture

I've been using these in different blend modes for lots of things, including organic stuff
http://rattle.from-hell.net/spring/models/overlays/

PS: the inside UVs of your rocket launcher cover needs to be flipped along the longer side I think
Last edited by rattle on 05 Aug 2008, 21:33, edited 1 time in total.
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Wolf-In-Exile
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Joined: 21 Nov 2005, 13:40

Re: Random WIP

Post by Wolf-In-Exile »

GMN: looks nice, but the bevels on your texture are upside down, both on the missile launcher and the side of the cab.

Either that or if you mean them as extruding panels, their edges should be less blurry/easier to read as extrusions.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

Those aren't panels on the launcher, they're ridges (if that's the right word). The metal on each side are on the same plane: it's the lines themselves that are raised.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

Nice GMN, I told you'd be good at texturing. I just wish I'd bullied you into it when you were still working exclusively for IW >_>

As rattle has pointed out, the overlay system works well for fudging realistic metal. The trick is to not assume that they are done when you overlay them. There's still a lot of work to be done in dealing with the level of interaction. Things like playing with opacity, burning and dodging, and so on. There's a temptation when doing it to leave things really grungy, but because the photos are typically of a close up area, and you're representing an area viewed from further away, try not to go over board.

I used them extensively here: http://forums.imperialwinter.com/index. ... =518;image (dish area I did, lower down was done by jamin, with minor edits by me)

Otherwise, I recommend preshading the whole thing a little more, as well as adding more interest areas and greebles. Things like rivets, latches, text, symbols, hatches, etc, help to make textures a lot more believable.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

I think those would look a lot nicer warlord if they ahd a small decal which put dirt or disturbed ground just around where the base meets the soil so that its not striking as it sort of distracts from the quality of the model.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

Our buildings do have decals, I just forgot to put it on that one when taking the shot >_>.

you can see the rebel one here:
http://forums.imperialwinter.com/index. ... =508;image

We have a generic decal for each side, and the occasional custom decal for very important buildings. Loading up a 512 or even a 256*256 decal is pretty wasteful in terms of memory space, so it's best to keep a generic one that is reused. Unfortunately that means that I can't fake occlusion like I have with the heavy weapons lab custom scar, but atleast the contact between the ground and the unit is less severe.
Last edited by Warlord Zsinj on 07 Aug 2008, 03:35, edited 1 time in total.
smokingwreckage
Posts: 327
Joined: 09 Apr 2005, 11:40

Re: Random WIP

Post by smokingwreckage »

Zsinj: link is broke!
Warlord Zsinj
Imperial Winter Developer
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Re: Random WIP

Post by Warlord Zsinj »

Fixed. It was the annoying edit/truncate bug. Thanks for the heads-up
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smoth
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Re: Random WIP

Post by smoth »

Image
Still unoptimized at 1902 polies. I am probably going to shave of a couple hundred more for those who are wondering.


The above image is what rattle is on about with the hard edges and normals. FAIR WARNING THEY MIGHT COMPLICATE YOUR UV PROCESS.
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KDR_11k
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Re: Random WIP

Post by KDR_11k »

smoth wrote:FAIR WARNING THEY MIGHT COMPLICATE YOUR UV PROCESS.
Wut?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Hard edges act like marked edges when unfolding a model in wings. This is a good and bad thing. On one hand it gives you a few premarked cut areas on the other, you might not want those uv cuts.
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

and thats a problem becaus? you can just unmark everything if you want to
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Hoi
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Re: Random WIP

Post by Hoi »

Image
wip
before i continue i'd like to know if i can let it create units in that house thing, and let them walk out via the stairs, otherwise there is no point continuing it :|
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rattle
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Re: Random WIP

Post by rattle »

It's a problem because you only need cuts where seams go. To be honest I never use the auto-wrapper... reproject and snap UV is faster for me.
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Hoi
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Re: Random WIP

Post by Hoi »

I just project normal and then use cut and unfold, exept sometimes when its better to keep PN
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KDR_11k
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Re: Random WIP

Post by KDR_11k »

I use Blender where hard edges and UV seams are separate.
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rattle
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Re: Random WIP

Post by rattle »

They're seperate in wings as well, the auto-wrapper just uses the hard edges for seams unless you unmark them.
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Hoi
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Re: Random WIP

Post by Hoi »

Image
a robotic powerplant, 660 tri's so far
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: Random WIP

Post by Crayfish »

Ooo I like that! Will it have crackly lightning and stuff?
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