Arm Metal Storage (prerelease screenshot) - Page 2

Arm Metal Storage (prerelease screenshot)

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

Moderators: MR.D, Moderators

Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Arm Metal Storage (prerelease screenshot)

Post by Warlord Zsinj »

Probably be easy to just hide/show a bunch of pieces with fake red/green LEDs that show/hide according to whether it's full or not (hell, you could even make a CEG-based LED panel on the side that lit up in a series of lights as it filled up further...

0
0
0
0
0
0
0

(plenty of storage)

vs

0
0
0
0
0
0
0

(excessing)
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Arm Metal Storage (prerelease screenshot)

Post by AF »

Supreme commander has this
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Arm Metal Storage (prerelease screenshot)

Post by Saktoth »

Just have an object that moves up/down depending on storage and has full reflectivity.

We could go nuts with the lua too, but we dont -need- to.
User avatar
Kaine
Posts: 60
Joined: 09 Aug 2008, 23:28

Re: Arm Metal Storage (prerelease screenshot)

Post by Kaine »

Okay, I could see that. Saktoth's idea sounds the easiest. But I don't have any scipting knowledge and little in modelling so I really don't know how to go about this. :roll:
User avatar
Kaine
Posts: 60
Joined: 09 Aug 2008, 23:28

Re: Arm Metal Storage (prerelease screenshot)

Post by Kaine »

mstorshow2.jpg
mstorshow2.jpg (93.95 KiB) Viewed 2232 times
Updated version. I'll probably release this one soon unless anyone has any serious objections.
User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Re: Arm Metal Storage (prerelease screenshot)

Post by Das Bruce »

Can we see same angle as orig?
User avatar
Kaine
Posts: 60
Joined: 09 Aug 2008, 23:28

Re: Arm Metal Storage (prerelease screenshot)

Post by Kaine »

mstorshow21.jpg
mstorshow21.jpg (122.14 KiB) Viewed 2209 times
Well I figured that one was better because it was at a more realistic angle to be seen at ingame then the other one, but here you go.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Arm Metal Storage (prerelease screenshot)

Post by Warlord Zsinj »

You haven't really dealt with the majority of the issues I raised. In some areas I'd say you've actually gone backwards.

I don't intend any offense with this, it is just what I think. Perhaps I explained badly?

I've done a crit sheet pointing out the exact areas I think should be improved. I hope I wasn't too rough, I don't intend to put you off at all, just help you along.

Also;
http://www.urbandictionary.com/define.php?term=beige
1. beige

Refering to an individual (or group of people) that is average, common place, boring, drab, dull, typical, "not all that".

A person who tends to have no style or apparent aesthetic individuality.

"Geez - those guys are so beige!"
Attachments
criticism.jpg
(309.9 KiB) Downloaded 41 times
User avatar
Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: Arm Metal Storage (prerelease screenshot)

Post by Cremuss »

Yep I'm agree with warlord's main suggestions.

It needs some edge highlighting at each 90° angles.
More preshading
I don't like those blue tri you added with dark lines
And I see that the 2 tris you tried to texture in different colors are pretty hard to manage. Maybe you can do something like that with teamcolor : http://i106.photobucket.com/albums/m262 ... tripes.jpg
But that kind of polys are pretty bad, I should not do that :roll: . You can move the bottom vertice to make a clean plane poly if you want.

Great job anyway :-)
User avatar
marc_gfx
Posts: 11
Joined: 01 Sep 2008, 00:07

Re: Arm Metal Storage (prerelease screenshot)

Post by marc_gfx »

I think the model itself might look better without the texture... could be totally wrong, but that was my first thought. the texture doesn't seem to be in the right scale. looks like 2 metal bars with bolts in them on the top, those bolts would be about half a meter in diameter in my imagination. The rest of the texture seems randomly located on the building no reference to the buildings shape itself (besides varying color for different parts). I think I know where your going and what you want to achieve, but it just makes a work in progress impression to me. kind of like you've laid out where you want everything to be, but its not been worked out completely.

I have never done UV unwrapping and texturing, I usually tried simpler methods. I could possibly suck badly at this, but if you wouldn't mind, can you send me the unwrapped texture and your texture and I could simply try playing around. I've just had a few drinks, so I might regret my over-enthusiasm.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Arm Metal Storage (prerelease screenshot)

Post by Warlord Zsinj »

I think Kaine shows a lot of promise as a texturer, he's just making some basic mistakes that we all made way back when. I think his basic layout is fine, his detailing just needs more work, and he needs to approach the design from less of a 'colour in the gaps' approach to more of a 'I'm creating the skin of something to make it look like it would if someone had built it in reality'.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Arm Metal Storage (prerelease screenshot)

Post by rattle »

some basic mistakes that we all made way back when
Like overusing repeating patterns
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Arm Metal Storage (prerelease screenshot)

Post by Warlord Zsinj »

http://www.tauniverse.com/forum/attachm ... 1151482764

That is my first ever texture. You can see I made many of the same mistakes you did. I've got some nasty seams, and some repeating, muddy, non-specific textural information. Almost no preshading, very little greeble information.

Stick with it!
User avatar
Kaine
Posts: 60
Joined: 09 Aug 2008, 23:28

Re: Arm Metal Storage (prerelease screenshot)

Post by Kaine »

Okayz. Thanks again Warlord for faithfully following and making useful long descriptive posts about my texture work, for whatever your reasons may be. :lol:

I'll give it another shot, though I admit I don't want to stick with it for too long. Cremuss has done better models and I just kinda wanted to compliment the energy storage. And as excuse-ish as it may sound, the UVmap has been giving me trouble in some areas, and some panels on the model seem to have a strange "bending" effect (you can kinda see it in the screenshot) that I think is caused by dissolved polys together, but I don't have enough experience with modeling to know what to do.

Blue triangles need work/removal, yeah I know.

I won't use striping because that's usually reserved for construction units, but I may try something else. Or just remove it, as teamcolor actually seems fine to me...

If you want to try it yourself go ahead, all the stuff is in Cremuss's TA remakes thread.

As I stated in the very thread I just mentioned, I'm back in school as of yesterday, there will be no quick work done on my part.

Oh and, Beige isn't THAT bad. :wink:
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: Arm Metal Storage (prerelease screenshot)

Post by Warlord Zsinj »

Eh, I want to see these TA remake projects succeed as much as everyone else, I just don't have the time to commit myself. You've shown plenty of promise as a texture artist, so I figure it's worth my while to invest a little time to explain various things to you.

I wouldn't move on to the next unit until this unit is in some semblance of completedness - it sets a bad precedent otherwise.

Currently I don't think your texture is near that stage yet.

I'm sure cremuss would be quite happy to adjust things for your if you can explain what you need. However, most of the issues on the texture are fixable without needing geometry alterations, just a bit more time and effort spent on painting (I can see that one slight angular kink in one of the buttresses is giving you grief though).

Be careful not to cop out of the 'boring' stuff; typically it is the quality of your worst stuff that sets the tone for the mod, not your best stuff. The most boring stuff is also the stuff that is usually seen in almost every game.
Here are two storages that I have done for IW:
http://media.moddb.com/images/games/1/6 ... een031.jpg
http://www.tauniverse.com/forum/attachm ... 1183701133
(both images are fairly old, and I think I've since improved, but I think the point still stands)
Post Reply

Return to “Art & Modelling”