Random WIP 2006-2011 - Page 192

Random WIP 2006-2011

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

Moderators: MR.D, Moderators

User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

dont like the concept of the wings, going forward and only fixed at the back. i would have prefered normal "full wings" but its well executed i guess.
---------
Image
wat
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

butterkekse?
User avatar
bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

no offense, but those hover craft look stupid in the water... it really should be an air unit. with the wings and all...

edit: well actually it would probably best fit in one of those futuristic racing games. so maybe a high hover that doesn't get caught on ground ie: low altitude air unit, would work best.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

I thought they looked great. I just didn't assume familiar technology.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: Random WIP

Post by Neddie »

I think it looks fine on water. The shape isn't any more fit for air, now is it? I think I could make something shaped like that into a jetski.
User avatar
thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

bobthedinosaur wrote:no offense, but those hover craft look stupid in the water... it really should be an air unit. with the wings and all...

edit: well actually it would probably best fit in one of those futuristic racing games. so maybe a high hover that doesn't get caught on ground ie: low altitude air unit, would work best.
you're right the design is very much inspired by futurisitic racers like wipeout.

but the wings are not for lift like in an aeroplane, but rather for balance and steering, it has ion thrusters underneath for lift, as visible in the blender shot.
an advanced form of this technology: http://www.youtube.com/watch?v=J5cFHt4Ot28
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

someones been playing wipeout hd and messing with taking photos
User avatar
thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

AF wrote:someones been playing wipeout hd and messing with taking photos
i wish. i've ony got wipeout 2097 and fusion.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

neddiedrow wrote:I think it looks fine on water. The shape isn't any more fit for air, now is it? I think I could make something shaped like that into a jetski.
Agreed. It looks kind of like a racing boat.

Of course, it's lack of a turret makes it kind of FAIL for Complete Annihilation. All CA units except for torpedo-firing units and artillery have full 360 turrets.
j5mello
Posts: 1189
Joined: 26 Aug 2005, 05:40

Re: Random WIP

Post by j5mello »

just make the whole unit the turret a la the UEF T2 hover in Supcom.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

j5mello wrote:just make the whole unit the turret a la the UEF T2 hover in Supcom.
ding ding we have a winner.... doms in gundam do this and people never really seem to mind.
User avatar
thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

j5mello wrote:just make the whole unit the turret a la the UEF T2 hover in Supcom.
yep, that's the plan... just need to figure out how to do it...

anyone know where i can find a script for that?
Andromeda
Posts: 60
Joined: 01 Oct 2008, 03:59

Re: Random WIP

Post by Andromeda »

Just add invisible pieces until it matches an existing script :wink:
pintle
Posts: 1763
Joined: 19 Dec 2005, 16:01

Re: Random WIP

Post by pintle »

smoth wrote:
j5mello wrote:just make the whole unit the turret a la the UEF T2 hover in Supcom.
ding ding we have a winner.... doms in gundam do this and people never really seem to mind.
We don't mind because it causes basically 0 problems in terms of kiting/micro.
User avatar
thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

Otherside wrote:awesome now give it a nice texture2.
Image

how's that?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

Normals look odd
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

pintle wrote:
smoth wrote:
j5mello wrote:just make the whole unit the turret a la the UEF T2 hover in Supcom.
ding ding we have a winner.... doms in gundam do this and people never really seem to mind.
We don't mind because it causes basically 0 problems in terms of kiting/micro.
sounds like it is a good idea :P
User avatar
LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Random WIP

Post by LordLemmi »

:roll:
Image

http://www.bilder-hochladen.net/files/big/awam-6.jpg

A special Weapon Building

Model done by LordMuffe ( creator of ES ) and a bit of my work.
Uv/Texture by Me.

Hope you like it
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

@LordLemmi:

Use more color variation and preshading to break the shapes up. All those great details are basically just going to turn into undifferentiated noise at a distance, if we can't tell that they're "on top" of something, or are part of a "side".

You need to use stronger contrasts and suggest the forms more effectively, basically. I like the style and the details are great, but that's going to be an issue.

If you can't zoom out and clearly tell what's what, then it's not working well yet, basically. Remember, most of the time, even if it's a 1024 texture, people are looking at the 3-4th mip, so 256 / 128 on a side. Preshading and breaking the shapes up with color really helps with recognition.

The human eye is finely tuned for contrasts, and gets a lot more out of high-contrast data than low-contrast data, especially as the resolution goes down.

@TheSleepless: Hrmm. Came out a lot darker and more gray and shiny than I was expecting from the original texture.

Maybe turn down the green levels on the texture2, and play around with the curves on the texture1 to make the highlights a bit brighter? If that's the look you were going for, feel free to ignore me of course, I just feel like it was a bit cooler when the bright tones were less obliterated by the reflection, and I saw the white / gray as paint, not bare metal.
User avatar
thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

Argh wrote: @TheSleepless: Hrmm. Came out a lot darker and more gray and shiny than I was expecting from the original texture.

Maybe turn down the green levels on the texture2, and play around with the curves on the texture1 to make the highlights a bit brighter? If that's the look you were going for, feel free to ignore me of course, I just feel like it was a bit cooler when the bright tones were less obliterated by the reflection, and I saw the white / gray as paint, not bare metal.
good idea, yeah the reflection is too intense, yep i was going for the white/gray to be paint not metal.
Locked

Return to “Art & Modelling”