Random WIP 2006-2011 - Page 159

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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rattle
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Re: Random WIP

Post by rattle »

ds specs
rts specs
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Hoi
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Re: Random WIP

Post by Hoi »

so you're saying that 600 is too much for rts specs?....
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rattle
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Re: Random WIP

Post by rattle »

No, but you could go lower with small details like the rockets and distribute the polies elsewhere for example.
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smoth
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Re: Random WIP

Post by smoth »

hoi, it is better to save polies when you can and use them on other things. I don't care if machines can have 100s of 100k polies going at once these days. You don't have to virtually take a micrometer to the thing but dude save what you can where you can esp when it is easy to do. That way you will not find yourself wanting later.

Just because you can use more polies doesn't mean you should, using polies appropriately is part of being a good modeler.
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MDV
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Re: Random WIP

Post by MDV »

Image
It's the fast attack bot such as Zipper but for another mod. Model must be very simple and have only spheres/cylinders, but I don't like these guns. I have some ideas about plasma cannon but the left arm needs a hand with fingers, I think, and all this will have a lot of polys.
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Hoi
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Re: Random WIP

Post by Hoi »

but I don't like these guns
But I do :wink:
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MR.D
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Re: Random WIP

Post by MR.D »

ITS MARVIN! :D

Hitchhiker's guide to the Galaxy manically depressed Combot, except evil looking :D

Image
Warlord Zsinj
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Re: Random WIP

Post by Warlord Zsinj »

Might want to include some knees unless you're happy to have them goose-stepping all over the show...
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rattle
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Re: Random WIP

Post by rattle »

Is it made of solid irony?
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KDR_11k
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Re: Random WIP

Post by KDR_11k »

MDV wrote:Image
It's the fast attack bot such as Zipper but for another mod. Model must be very simple and have only spheres/cylinders, but I don't like these guns. I have some ideas about plasma cannon but the left arm needs a hand with fingers, I think, and all this will have a lot of polys.
That looks like it has a TON of polies on the spheres and cylinders.
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Hoi
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Re: Random WIP

Post by Hoi »

Image
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Snipawolf
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Re: Random WIP

Post by Snipawolf »

That looks good, keep going.
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KDR_11k
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Re: Random WIP

Post by KDR_11k »

TBH it looks like the OTA version with its textures removed.
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Argh
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Re: Random WIP

Post by Argh »

Hush. He's trying to use it to learn metal techniques.

Here are a couple of actually-useful things.

1. Re-align the facets, so that everything is straight up and down on your uvmap. Grab an edge with the line tool in Wings, select rotate-->chart to X/Y to get it lined up. If possible, you should always get the faces lined up. Sometimes, it's just not possible, so just line up one bit of it. The key is to have something lined up, so that you can very easily guestimate where "up" is, at all times.

I can see that you have the faces angled right now- you won't get very good results without a lot of un-necessary work.

2. If you have a funny bit that you've unrolled, and you're having trouble with distortion because it won't unroll just right, it's often handy to use the point-select tool, grab the points along the edge that's coming out distorted, and use Flatten X/Y to fix that edge. Be warned- this can cause some distortion, so you need to keep an eye on the texture, make sure it's not getting too badly stretched, and maybe move that set of points up / down / sideways to correct it enough that it won't be too obvious. There is no way to uvmap every object without any distortion, though, especially when you're dealing with a complex form that for whatever reason you're unwilling to cut up into facets... so don't stress about it too much. You just want to get it to a minimal level, while keeping the profile of the form close to the actual profile of the parts on the model, if you can. Depending on the area of the model, you may or may not be able to get away with a lot of distortion, it's really something that you just have to learn through experience.

3. I generally apply a "45-degree" rule for mechanical subjects. If the angle's greater than 45 degrees, I cut the uvmap there, unless the entire surface is supposed to be a continuous round object. It makes it harder to do a few things, but usually it saves a lot of time. For example, that "robocar" I did for World Builder (2 hours, modeling start to finish btw) is mirrored on both halves, and is cut up into a fairly large number of faces- a side, a top front and back, and a front piece.

I concealed it by using airbrush preshading to make it feel pretend-round. The final result pretty much looks like a single, continuous surface. This works well for painted stuff, because it's mainly paint-colored, or a gradient variant, and you can conceal the seams pretty easily. Doesn't work very well with really noisy surfaces, though, so be warned, this is not a "rule" that always applies.

4. Metal's very reflective, so you're going to see strong contrasts. Use preshading to heighten the feeling.

At any rate, that's my advice, feel free to ignore it :-)
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MDV
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Re: Random WIP

Post by MDV »

These are first Mr.D's models (how I understood), but I like it:
Image
Something in such style, maybe.
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rattle
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Re: Random WIP

Post by rattle »

KDR_11k wrote:TBH it looks like the OTA version with its textures removed.
Agreed and I can't remember any nano turrets in OTA
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Pressure Line
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Re: Random WIP

Post by Pressure Line »

3rd party yo.
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rattle
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Re: Random WIP

Post by rattle »

Please, I like to be anal about things
Warlord Zsinj
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Re: Random WIP

Post by Warlord Zsinj »

so tempting to fixquote rattle :P
BaNa
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Re: Random WIP

Post by BaNa »

rattle wrote:Please, I like anal
nothing to fix here, move along.

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