Random WIP 2006-2011 - Page 233

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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aGorm
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Joined: 12 Jan 2005, 10:25

Re: Random WIP

Post by aGorm »

wilbefast wrote:
aGorm wrote:they're off the wings Dev buld, which can do basic AO pretty well.
I want!
Well... just go on the wings site and grab it then... :P no magic involved!

::EDIT:: Half way there....
tank2.jpg
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aGorm
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Re: Random WIP

Post by aGorm »

tank3.jpg
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Tank is done... 8)
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Tribulex
A.N.T.S. Developer
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Re: Random WIP

Post by Tribulex »

Image

EPIC WIN

UR A COOL DUDE :D
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smoth
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Re: Random WIP

Post by smoth »

very nice gmn, any of this in game yet?
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Gota
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Re: Random WIP

Post by Gota »

Vnice.
Suggestion.
Maybe make it a bit warmer looking?
The tank looks cute and i think the grey texturing is not the best.

just a picture i feel like posting:
Image

Im not sure what kind of tone ur going with overall but maybe make the tank a bit more milky?
Or maybe do the oposite and integrate the team color even more but in a different way.
THink u can also add some scratched out color as if the tank ahs been used a lot.
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wilbefast
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Re: Random WIP

Post by wilbefast »

aGorm wrote:
Tank is done... 8)
Awesome work :mrgreen:

I got the dev version of Wings: not sure how to bake ambient occlusion to UV maps though, or can't you? :?
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aGorm
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Re: Random WIP

Post by aGorm »

wilbefast wrote:I got the dev version of Wings: not sure how to bake ambient occlusion to UV maps though, or can't you?
Tis not the easiest thing in the world... so here's how (roughtly)

1) UV Map your model.

2) Run Tools - Ambient Oclusion

That should give you basic AO, however it will prob not look that good as it depends on the density of the mesh... Normaly I save teh model as a new name (still UV mapped bare in mind here) and go...

3) Hit "s" to smoth the model, maybe twice and then re-run ambient oclusion. Should look some what better now, at this point I'd like to recomend that you try adding in a ground plane and seeing how it affects the AO... can be good.

4) Finally getting it onto the texture... go back to your UV window and without moving the UV's (Important!) and run export teh texture, but switch of edges and turn on faces... this exports the face colours, which are you AO...

5) now import the resulting texture back into your original model and set it as teh texture! Wooolaaa! (I normaly run a minamize pass over the image in photoshop to get rid of seems...)

Hope that helps

aGorm
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Guessmyname
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Re: Random WIP

Post by Guessmyname »

smoth wrote:very nice gmn, any of this in game yet?
Wha?

On another topic:
Image

Just feels like it's missing something. Face might be a bit washed out, and... well, yeah. It's missing something.

(Note: no comments about the arms being too long; I fixed that shortly after this picture was taken. Texture is still the same though)
And yeah, I may have had a fantasy-style mod kicking around a bit somewhere...
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Gota
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Re: Random WIP

Post by Gota »

Probably much higher res texture.
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wilbefast
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Re: Random WIP

Post by wilbefast »

@ GuessMyName - I reckon it looks pretty awesome myself, considering you're unlikely to ever see him up that close :-)
aGorm wrote: Tis not the easiest thing in the world... so here's how (roughtly)
Well, I've already started the texture for this model, and don't want to go back to the beginning consider how long I spent getting those 1300 triangles into the correct positions :?

Still, I had some fun with the smooth + AO (is smooth in the standard release? Never used it before...):

Image

Which just goes to show that everything looks better when you square the number of polygons :P Obviously you won't see this in game...

I've started work on the texture proper, but I'm not much of a texture artist - the death-cube was a massive fluke. Here I'm trying to make a granite surface (hair will be team coloured):

Image

:|
Last edited by wilbefast on 19 Nov 2009, 08:32, edited 1 time in total.
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smoth
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Re: Random WIP

Post by smoth »

looking good, keep it up.
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rattle
Damned Developer
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Re: Random WIP

Post by rattle »

Gota wrote:Probably much higher res texture.
and a ban yan statement in a speech bubble next to the head
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Gota
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Re: Random WIP

Post by Gota »

rattle wrote:
Gota wrote:Probably much higher res texture.
and a ban yan statement in a speech bubble next to the head
??
the model seems fine....i think if he wants it to look better he needs to have a higher res texture.
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Neddie
Community Lead
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Re: Random WIP

Post by Neddie »

It is missing knees. This pisses me off on every organic model I look at.
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smoth
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Re: Random WIP

Post by smoth »

yan, the texture is fine, that is the stylistic approach agorm is going for.

Higher resolution does not mean better.

Not everything has to be rusty and worn.
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Gota
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Re: Random WIP

Post by Gota »

smoth wrote:yan, the texture is fine, that is the stylistic approach agorm is going for.

Higher resolution does not mean better.

Not everything has to be rusty and worn.
Of course not,but it can just have MORE DETAIL allowing it to look that much more real.
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smoth
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Re: Random WIP

Post by smoth »

smoth wrote:yan, the texture is fine, that is the stylistic approach agorm is going for.
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Gota
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Re: Random WIP

Post by Gota »

smoth wrote:
smoth wrote:yan, the texture is fine, that is the stylistic approach agorm is going for.
Oo
First of all i am sure Agorm can speak for himself you fucken....
second of all a stylistic approach that is about just doing models that have low res?the unit looks like it wants to look like a real person wearing armor made of real world materials not a toy or anything so yes i stand behind my suggestion.
a higher resolution texture with more detail will make him look much better.
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Pxtl
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Re: Random WIP

Post by Pxtl »

The guy looks slighly blurry when he's about 600 pixels tall.

In game, he will be seen this close approximately never ever ever ever.

It's a good model. Obviously there are nits to pick but overall it is very nice.
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smoth
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Re: Random WIP

Post by smoth »

THIS IS NOT AN APPEAL TO AUTHORITY

Yan, you do not know enough about texturing to say when a texture needs a higher resolution. To know this would require actually being able to texture. This isn't because a texture artist is somehow superior but you are arguing a technical point with no technical knowledge.

No his models are doing a different style. TeamFortress also has it's own style and that is ok.

Image

Not everything has to be grimdark

Image

or realistic

Image

I applaud agorms unique styling and look forward to seeing it in game. his models with the outline widget and some shader tweaks could make my work look about as good. It all depends on what is done.

However, you really do not have the right or knowledge to tell anyone how they need to do something. He has already done several models in this style. To try and tell him change styles now is stupid.
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