Random WIP 2006-2011 - Page 196

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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hamsate
Posts: 122
Joined: 21 Jun 2007, 00:25

Re: Random WIP

Post by hamsate »

Presenting the one and only.. JUNKMOBILE!
Image

I know it looks fugly, but its my first model I've got around to texturing seriously. Did the texture in an hour or two.. had to learn all the stuff first in Photoshop. :(

UV Map
Image
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Great job on a first try :-)
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Random WIP

Post by KingRaptor »

Image
Image

Yeah, so-so (the wheel hubs aren't even mine >_>). Any advice would be welcome, especially regarding textures,
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

i dont liek the textures :) and if this hsould be a tank u need these tank-chains
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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Random WIP

Post by Otherside »

people in CA need to stop texturing names on the units...
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Geometry is simple, texture needs preshading, use antialaising, but whatever, it'll do, it shits all over the current one. Would be nice if the wheels were on the outside for suspension script awesomeness (you can also afford to use more polygons on them if they are).
manolo_ wrote:i dont liek the textures :) and if this hsould be a tank u need these tank-chains
Clearly it isnt a tank then!
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

looks like an IFV with a heavier cannon and a bunch of scifi extra geometries to make its less boxy. i say keep the wheels, just make them more tactical. or put on some spinners...
hamsate
Posts: 122
Joined: 21 Jun 2007, 00:25

Re: Random WIP

Post by hamsate »

KingRaptor wrote:Any advice would be welcome, especially regarding textures,
I would suggest you really find a replacement for the wheel textures. They look too clean and shiny to be on a war machine..
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MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Re: Random WIP

Post by MR.D »

LOL, get your own wheel textures.. I made those in Paintshop in like 5 mins :D (its 1/3 of my core remake wheel textures).

Tbh I dun really care, but wheels are easy to make.
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

rough draft UV, as i impliment more weapons, i might need to adjust the uv
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Last edited by bobthedinosaur on 27 Jul 2009, 07:11, edited 1 time in total.
hamsate
Posts: 122
Joined: 21 Jun 2007, 00:25

Re: Random WIP

Post by hamsate »

bobthedinosaur wrote:rough draft UV, as i impliment more weapons, i might need to adjust the uv
It's pleasing to look at.. keep going. :-)

So I worked on another simple model.. How do my textures look? I think this one is a large improvement from my junk texture.
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UV Map
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

you should work on your UV maps, you're wasting heaps of space

windscreens aren't blue
add some preshading, make it look less like a toy car, some color variation perhaps, some dirt maybe, highlights
also don't outline your mesh, break up the shape a bit. just because your model is a box, doesn't mean it needs to look like a box
Last edited by thesleepless on 27 Jul 2009, 06:59, edited 1 time in total.
hamsate
Posts: 122
Joined: 21 Jun 2007, 00:25

Re: Random WIP

Post by hamsate »

thesleepless wrote:you should work on your UV maps, you're wasting heaps of space

windscreens aren't blue
add some preshading, make it look less like a toy car, some color variation perhaps, some dirt maybe, highlights
Thanks for the feedback.
First, I'm aware that there's a lot of blank space, but since my model was so simple, I didn't stress over it. But still, I guess I do need to use my space more effectively.
Second, if I'm not going to color the windows blue, what color should I use? Or how should I make them more like windshields?

I guess I should start adding more and more details now, thanks for your suggestions. :-)
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

Image
inspiration is obvious, is a counter infantry against the previous halo looking one.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

bobthedinosaur wrote:Image
inspiration is obvious, is a counter infantry against the previous halo looking one.
reminds me on halo or something like that
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

Image

Killzone 4tw
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

Pressure Line wrote: Killzone 4tw
i think killzone was inspired by jin ro

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

Re: Random WIP

Post by Snipawolf »

Probably was.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Look nice bob. You might want to check your model with a good reference of a human, I think some forms are not correct. And you should get some detail in the texture, cloth/metal or both. It looks a bit flood filled :wink:
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

hamsate : i wouldn't say you're wasting a MASSIVE amount, as you've said you weren't too worried about it because the model wasn't particularly detailed; i can agree with this, as you yourself can see that the more complicated a model becomes geometry-wise (and the size it appears ingame) the more important it becomes to use the uv space effectively.

for the windscreens i personally would use either pure black or a dark "oilslick" sort of texture, and then use the reflectivity channel to color the windscreen completely white; this will make it reflect the color of the sky and appear more natural.

when there is an exterior angle, give it a bit of extra brightness to indicate the dimensions and shape of the model

http://img150.imageshack.us/img150/244/truckauv2.jpg

this was just a quick gimp'in, brightened the edges where i felt there should be highlighting and airbrushed the windscreens; maybe this is the sort of look you were going for.

either way, good job on the mirroring if you havent done mapping before; takes many people a while to catch on to its importance and usefulness.

bob : thats some hawt secks.
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