[WIP] - My TA re-modeling and re-design - Page 10

[WIP] - My TA re-modeling and re-design

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

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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

/kickban daan 79
/kickban Hoi

:mrgreen:

/me is going to Zurich airport.
'Gonna be away for 1 week, so don't worry if there is no update :)

Bye :-)
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Hoi
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Joined: 13 May 2008, 16:51

Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

lol cya next week.
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Crayfish
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Joined: 12 Feb 2008, 12:39

Re: [WIP] - My TA re-modeling and re-design

Post by Crayfish »

Enjoy!
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Cremuss
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Joined: 28 Oct 2006, 21:38

Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Hi !

I'm back :-)

Ready to continue :D

First try of the Kbot lab lvl 1 with animation steps.
699 polys, yes it's a bit high but it's a factory and there will be not many of them at screen, 2-3 max so I think it's ok :-)

http://cremuss.free.fr/fodb/files/kbotl ... nder/1.jpg
http://cremuss.free.fr/fodb/files/kbotl ... r/test.gif

I'm gonna tweak it, it's not done :)
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

Cool, your best one so far! and don't touch the thud, I'm working on it, but I lost some data....

tricount?
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Re: [WIP] - My TA re-modeling and re-design

Post by Machiosabre »

awesome, just needs some do-dads that shoot nanofire
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Hoi
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Joined: 13 May 2008, 16:51

Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

699 polys, yes it's a bit high but it's a factory and there will be not many of them at screen, 2-3 max so I think it's ok
Think about speedmetal with tech 2 disabled
/lols
Tilgor
Posts: 11
Joined: 27 Jun 2008, 13:29

Re: [WIP] - My TA re-modeling and re-design

Post by Tilgor »

Hoi wrote:Think about speedmetal with tech 2 disabled
If this model will kick speedmetal out, it will be great model ^^
Maybe create nanotower with 300-600 polys :P (on speedmetal people build a lot of it)
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MR.D
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Re: [WIP] - My TA re-modeling and re-design

Post by MR.D »

Your lab is Top notch man, it doesn't get more perfect than that.
Nice work 8)
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REVENGE
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Joined: 24 Aug 2006, 06:13

Re: [WIP] - My TA re-modeling and re-design

Post by REVENGE »

Goddamit Kaine, hurry up and get your ass moving with that texture work! :twisted:
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clumsy_culhane
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Joined: 30 Jul 2007, 10:27

Re: [WIP] - My TA re-modeling and re-design

Post by clumsy_culhane »

That lab looks awesome.. Kaine! texture please ;D
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Kaine
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Joined: 09 Aug 2008, 23:28

Re: [WIP] - My TA re-modeling and re-design

Post by Kaine »

Good textures can't be rushed ffs! :p
I'll start on the lab right after I get the metal storage done up. HLT is also on my list in the future. But school is starting up for me right quick so I ain't making any deadlines for you guys... :(

Besides, Im just starting and still learning to texture. I don't go very fast. :wink:
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

I need to clone myself... I'd love to help out with this stuff, but I really am totally committed to my IW work.
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Cremuss
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Joined: 28 Oct 2006, 21:38

Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Hi,

Thx everyone :)

@ Kaine : I really appreciate what you are doing, thx for texturing my stuff :wink:

@ Warlord zsinj : No problem =p

little tweaking... I've added a "floor" for units so they can cross the lab without hurting the cylinders.
688 polys.
I think I can start uv now...

http://cremuss.free.fr/fodb/files/kbotl ... nder/3.jpg
http://cremuss.free.fr/fodb/files/kbotl ... nder/2.jpg
http://cremuss.free.fr/fodb/files/kbotl ... nshot1.jpg

edit : Uvs done !

Kbot Lab lvl 1 : 659 polys

http://cremuss.free.fr/fodb/files/kbotl ... nder/4.jpg
http://cremuss.free.fr/fodb/files/kbotl ... es/uvs.jpg

http://cremuss.free.fr/fodb/files/kbotl ... b_lvl1.obj

Next one tomorrow :-)
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

Not enough spacing between the UV isles
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Cremuss
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Joined: 28 Oct 2006, 21:38

Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

ok, I'm gonna fix that :wink:
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

You should. The linear blending between the pixels causes "bleeding" when the UVs are packed too close. It's not that bad when the texture is at full resoultion but it will become worse the lower the mipmap goes. To see what I mean color each isle with a different color and look at the model ingame (not in upspring).
Warlord Zsinj
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Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

Can we see a shot of the model in it's 'open' state?
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clumsy_culhane
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Re: [WIP] - My TA re-modeling and re-design

Post by clumsy_culhane »

http://cremuss.free.fr/fodb/files/kbotl ... r/test.gif

He posted it up at the top of this page.
Warlord Zsinj
Imperial Winter Developer
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Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

Ah, my apologies, I missed that.

It looks like the underside part revealed when the two base elements fold up to reveal the nanolathes could use some more detail? Remember that most people have their factories working non-stop, so those are going to be seen pretty much all the time.

Have a look at Mr.D's construction unit / vehicle lab to see some ideas of how you can detail a nanolathe construction area more interestingly.
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