Random WIP 2006-2011 - Page 161

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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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Re: Random WIP

Post by Snipawolf »

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.
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MDV
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Joined: 27 Apr 2008, 09:54

Re: Random WIP

Post by MDV »

Image
Rendering (not in-game) version.
Bad parts are fingers maybe.
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

10^1000 tri's?

Besides that, looks cool.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

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.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Not enough subdivisions
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MDV
Posts: 94
Joined: 27 Apr 2008, 09:54

Re: Random WIP

Post by MDV »

Unarmed scout vehicle:
Image

Yeah, I know, a lot of triangles too, but it's my chronic problem. :mrgreen:
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Make the cylinders not more than 8 sides.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

I like how it looks top down but yeah, too many triangles for that shape.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

mdv part of good modeling is using polies responsibly
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

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.
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smoth
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Re: Random WIP

Post by smoth »

the models do need a good smothing. :P
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Hoi
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Re: Random WIP

Post by Hoi »

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

Post by smoth »

Image
Not done yet but I wanted to post a picture >:|
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

I like it.

Image

House in the desert - 116 tri's, 1x 512x512
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

[quote="Hoi"]I like it.

It's nice, but I worry about that canopy Moire-ing.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

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
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

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
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) :wink:
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

Aaahhh...

*understands*
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Gota
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Joined: 11 Jan 2008, 16:55

Re: Random WIP

Post by Gota »

The sims for spring?
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

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.
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