Metal Warriors.bobthedinosaur wrote:Any ways, guess what SNES game this one is inspired from....
Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
Re: Random WIP

The Wolfen Panzer. Model by LordMuffe, paint by me. Click to enlarge.
Did a few experiments with normalmaps on this one, and found, not entirely surprisingly, that they have certain limits and opportunities that I need to figure out a little better. Not entirely happy with this one, but it's done for the moment.
Re: Random WIP
really nice texturingArgh wrote:
The Wolfen Panzer. Model by LordMuffe, paint by me. Click to enlarge.
Did a few experiments with normalmaps on this one, and found, not entirely surprisingly, that they have certain limits and opportunities that I need to figure out a little better. Not entirely happy with this one, but it's done for the moment.
- ChaosMonkey
- Posts: 180
- Joined: 06 Jul 2009, 21:21
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woah now thats some pro shit. love them blue lights on the top!
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Assault Suits Valken! ...oh right, Metal Warriors was the bastardized US version of the game.SinbadEV wrote:Metal Warriors.bobthedinosaur wrote:Any ways, guess what SNES game this one is inspired from....
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
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bevels are easy to do. any suggestions on ways to spiff up infantry armor?
oh yeah heres an f22 obj any one wants. by me, no uv or tex. if you add to it just remember to share.

oh yeah heres an f22 obj any one wants. by me, no uv or tex. if you add to it just remember to share.
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Well, what scale are they going to be, and how many guys? The skins you have right now seem like massive overkill, if they're going to be S'44 / IW / P.U.R.E. scales.any suggestions on ways to spiff up infantry armor?
That said... I am in agreement with Smoth.
Mainly, you need to add a lot of preshading, especially shadows under those big shoulderpads, inside the thighs, etc., and lighten the upper surfaces more. Don't forget the lower arms, which typically will be facing outwards and will have certain parts more upwards than not most of the time.
The camo scheme you're using breaks up the human form a lot- use preshading to make it pop out again, so they aren't just green noise with some black bits at a distance. I went farther, and used my "GI Joe" color scheme to further humanize the shapes, but that's something where utility may or may not be according to your taste.
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Isn't that the whole point of camo?Argh wrote:The camo scheme you're using breaks up the human form a lot- use preshading to make it pop out again, so they aren't just green noise with some black bits at a distance.
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yes irl, in games i do not see a reason why you would want to hide your models.
Might make sense in realistic shootergames where it adds to gameplay and atmosphere. But in rts you just end up having to add stuff like colored circles so the player does not get lost.
For example Argh's tank looks really cool but imo the teamplattercircle is a workaround for too little teamcolor on the model.
Might make sense in realistic shootergames where it adds to gameplay and atmosphere. But in rts you just end up having to add stuff like colored circles so the player does not get lost.
For example Argh's tank looks really cool but imo the teamplattercircle is a workaround for too little teamcolor on the model.
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Looks awesome except the tiers.manolo_ wrote:really nice texturingArgh wrote:
The Wolfen Panzer. Model by LordMuffe, paint by me. Click to enlarge.
Did a few experiments with normalmaps on this one, and found, not entirely surprisingly, that they have certain limits and opportunities that I need to figure out a little better. Not entirely happy with this one, but it's done for the moment.
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that is interesting, you should get with overkill
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
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blue team's fighter... guess the source...
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bob whats ur plan? for what mod are u making these nice modells?
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My third one, a van. I tried to add more details and applied (hopefully) enough brightening to the edges.

I cut up the UV map a bit, too. I actually used more space this time!

And while I was bored, I made this. Might get around to texturing it soon.

Comments and tips, I would appreciate any. Still learning here.

I cut up the UV map a bit, too. I actually used more space this time!

And while I was bored, I made this. Might get around to texturing it soon.

Comments and tips, I would appreciate any. Still learning here.

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could have shaved some polies if you used alpha and if you didn't want to do that you could have done the wheels six sided. However, that all depends on your scale. I think it looks good. I really like the aircraft also.
- ChaosMonkey
- Posts: 180
- Joined: 06 Jul 2009, 21:21
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GETTING BETTER HAMSATE! GOOD JOB!
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very nice argh, i can certainly see how the normal maps enhance the texture and look of the model. something about the tracks bothers me, its the way the gears extend right to the outside and make the tracks look paper thin, and the tracks themselves look pixellated (could be a blur) ... of course, this is me talking, i hardly ever pay attention to things like that but i felt i should comment because pretty much all of the models you've posted recently haven't had this look to them. overall very nice though, far beyond my current abilities!
bob, again some hot sex... what mod is this for? (not asking for all your secrets to be revealed, just need something to refer to your models in a group as)
to me, i might be tempted to go for a two-tone paintjob with the armour... something like plates of intense teamcolor and reflectivity offset against blander grey "background" panels... if you can make the front and back contrast enough then your eye begins to pick out the details the differentiate front and back. another suggestion would be to make the weapons really, really big... when the unit is moving or shooting, the weapon will be easy to see anyways because by nature it will be horizontally offset to the model and already colored differently...
and hamsate; you're getting better exponentially, can't wait to see your plane or another model with some paint. perhaps you and chaosmonkey could work together and create a "sunday drivers destruction derby" mod where every vehicle functions as a crawling bomb :D
bob, again some hot sex... what mod is this for? (not asking for all your secrets to be revealed, just need something to refer to your models in a group as)
to me, i might be tempted to go for a two-tone paintjob with the armour... something like plates of intense teamcolor and reflectivity offset against blander grey "background" panels... if you can make the front and back contrast enough then your eye begins to pick out the details the differentiate front and back. another suggestion would be to make the weapons really, really big... when the unit is moving or shooting, the weapon will be easy to see anyways because by nature it will be horizontally offset to the model and already colored differently...
and hamsate; you're getting better exponentially, can't wait to see your plane or another model with some paint. perhaps you and chaosmonkey could work together and create a "sunday drivers destruction derby" mod where every vehicle functions as a crawling bomb :D
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@Hamesate: that van's great, man. Mind sharing the model with via ModelBase, so that I can stick it into World Builder?
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Sure thing, Argh. Anything for the community.
http://planet-wars.eu/ModelBase/ModelDe ... odelID=115
Thanks for the feedback guys.

http://planet-wars.eu/ModelBase/ModelDe ... odelID=115
Thanks for the feedback guys.
