Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
You should texture a shell onto the head. I don't mean a round one, I mean a covering, then have holes in it revealing machinery or something.
Maybe armor? Grime and wear? Highlight some of the edges a bit to bring out the shape some more? A few panels? Division lines (not necessarily raised panels, but lines dividing different areas/materials on the model)
I use pretty much all of those on my Osprey.
Maybe armor? Grime and wear? Highlight some of the edges a bit to bring out the shape some more? A few panels? Division lines (not necessarily raised panels, but lines dividing different areas/materials on the model)
I use pretty much all of those on my Osprey.
Re: Random WIP

Rendering (not in-game) version.
Bad parts are fingers maybe.
Re: Random WIP
10^1000 tri's?
Besides that, looks cool.
Besides that, looks cool.
Re: Random WIP
It's... the BiC pen guy! With a gun!
@Hoi:
I pretty much agree with Overkill.
Use stronger preshading.
Don't be afraid to make it a lot darker on the sides. It's a RTS, you're looking at it from the top down most of the time. Especially the gun barrel. And it's small, so exaggerations will help a lot.
Suggest shadow, where the gun meets the turret, it will feel a lot more real.
Suggest some leakage or other wear at the joints. Look at wear patterns on real things, look at gravity and dirt and grunge. There are patterns to their behaviors, and even small suggestions of them make a huge difference in look.
On the team-color bits, you need to preshade them the same. Paint in grayscales, down from white, to make the sides darker.
Don't use a dark line pattern that repeats, it will just turn into noise at a distance.
Use stronger lighting, for the fake lights- lights generally have a bright core, a darker edge, and a bit of glow around them, which you generally want to exaggerate, due to scale. That round light needs to be shaded to look more real- a round light will look certain ways, go look at some reference photos.
Lastly... use less true gray. Gray is boring, and none of that really looks like metal. If you're trying for metal, use real metal textures as your starting-point. Real, bare metal has texture, spotting and grain, and is very rarely true gray. Even polished stainless steel, which tends to look very gray in photographs, is slightly blue if you're viewing it in un-ideal light. And nobody would put polished stainless on a robotic death machine, it'd be worthless as armor.
It's fairly easy to find decent textures on the Web, and that's an area where it's quite hard to substitute for a nice fill, at least as a starting point.
@Hoi:
I pretty much agree with Overkill.
Use stronger preshading.
Don't be afraid to make it a lot darker on the sides. It's a RTS, you're looking at it from the top down most of the time. Especially the gun barrel. And it's small, so exaggerations will help a lot.
Suggest shadow, where the gun meets the turret, it will feel a lot more real.
Suggest some leakage or other wear at the joints. Look at wear patterns on real things, look at gravity and dirt and grunge. There are patterns to their behaviors, and even small suggestions of them make a huge difference in look.
On the team-color bits, you need to preshade them the same. Paint in grayscales, down from white, to make the sides darker.
Don't use a dark line pattern that repeats, it will just turn into noise at a distance.
Use stronger lighting, for the fake lights- lights generally have a bright core, a darker edge, and a bit of glow around them, which you generally want to exaggerate, due to scale. That round light needs to be shaded to look more real- a round light will look certain ways, go look at some reference photos.
Lastly... use less true gray. Gray is boring, and none of that really looks like metal. If you're trying for metal, use real metal textures as your starting-point. Real, bare metal has texture, spotting and grain, and is very rarely true gray. Even polished stainless steel, which tends to look very gray in photographs, is slightly blue if you're viewing it in un-ideal light. And nobody would put polished stainless on a robotic death machine, it'd be worthless as armor.
It's fairly easy to find decent textures on the Web, and that's an area where it's quite hard to substitute for a nice fill, at least as a starting point.
Re: Random WIP
Not enough subdivisions
Re: Random WIP
Unarmed scout vehicle:

Yeah, I know, a lot of triangles too, but it's my chronic problem.

Yeah, I know, a lot of triangles too, but it's my chronic problem.

Re: Random WIP
Make the cylinders not more than 8 sides.
Re: Random WIP
I like how it looks top down but yeah, too many triangles for that shape.
Re: Random WIP
mdv part of good modeling is using polies responsibly
Re: Random WIP
Here's the thing - the useage of polies should be roughly even across the most of the model, only making exceptions for notable details (like faces on humans). Of course there is a long litany of exceptions, but still - if the most visible part of your model has the same number of polies as a tiny detail, then you should rethink your approach.
Now, if this unit is going to be spammed in hordes, then its polycount on the tires and rear-engine-thing are too high. Alternately, if this is going to be a small, tactical group, then there should be way more smothing and sculpting to the main body.
Either way, poor poly usage.
Now, if this unit is going to be spammed in hordes, then its polycount on the tires and rear-engine-thing are too high. Alternately, if this is going to be a small, tactical group, then there should be way more smothing and sculpting to the main body.
Either way, poor poly usage.
Re: Random WIP
the models do need a good smothing. 

Re: Random WIP
thissmoth wrote:mdv part of good modeling is using polies responsibly
Re: Random WIP

Not done yet but I wanted to post a picture >:|
Re: Random WIP
I like it.

House in the desert - 116 tri's, 1x 512x512

House in the desert - 116 tri's, 1x 512x512
Re: Random WIP
[quote="Hoi"]I like it.
It's nice, but I worry about that canopy Moire-ing.
It's nice, but I worry about that canopy Moire-ing.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Random WIP
Those windows should be textured on and the buildings shouldn't be hollow; you don't need the inside detail, and you can make it look like things are in there by drawing them in on the window
Re: Random WIP
Well actually... you can go inside! It's not for spring, and its a heavy wip (door is textured on atm becaus I forgot to model it)Guessmyname wrote:Those windows should be textured on and the buildings shouldn't be hollow; you don't need the inside detail, and you can make it look like things are in there by drawing them in on the window

Re: Random WIP
It's for a little test map I'm making for an fps, this is just the first try on buildings like that, to get an idea how to do that stuff, and how it looks.