...Did you know there's a #hon channel in the spring lobby?
[WIP] - My TA re-modeling and re-design
Moderators: MR.D, Moderators
Re: [WIP] - My TA re-modeling and re-design
hmm...
...Did you know there's a #hon channel in the spring lobby?
...Did you know there's a #hon channel in the spring lobby?
Re: [WIP] - My TA re-modeling and re-design
Surely you have some prior experience in art digital or otherwise, i cannot believe it took you only a year! Even your first models (in this thread) are frankly better than most things in the spring community. You're very talented.
Source files are always appreciated in open source games! This is really helpful, dont know what we can do with the tank (Mr.D has done so many tank models that we already have a lot of them) but its a lovely model and thus of course i'd like to use it..
Source files are always appreciated in open source games! This is really helpful, dont know what we can do with the tank (Mr.D has done so many tank models that we already have a lot of them) but its a lovely model and thus of course i'd like to use it..
Re: [WIP] - My TA re-modeling and re-design
Saktoth > I toyed a little with 3dsmax/maya years ago (i cannot believe I started 3dsmax when I was 14 .. xD) but nothing serious.
I was just playing with fluids (maya), reactor (3dsmax), trying to do some renders (but failing xD) etc.. Of course I learned the very basic of modeling but that's all.
Looking at how I did my first UV/Map of my very first guardian model of this thread (I did 4 different uv layouts for the whole model lol xD), I can honnestly say that I didn't know how to uv/map, and same for texturing.
The very basic of modeling that I knew before starting this thread would take 1 month to learn, no more.. So yeah I started from scratch my low polygon/game experience
MidKnight > oh :d Maybe I could join it... if only I could use springlobby ..
I was just playing with fluids (maya), reactor (3dsmax), trying to do some renders (but failing xD) etc.. Of course I learned the very basic of modeling but that's all.
Looking at how I did my first UV/Map of my very first guardian model of this thread (I did 4 different uv layouts for the whole model lol xD), I can honnestly say that I didn't know how to uv/map, and same for texturing.
The very basic of modeling that I knew before starting this thread would take 1 month to learn, no more.. So yeah I started from scratch my low polygon/game experience
MidKnight > oh :d Maybe I could join it... if only I could use springlobby ..
Re: [WIP] - My TA re-modeling and re-design
Nice models I like them but would like the tank more if it was cleaner. ESP for rts games, you want clean lines.
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Master-Athmos
- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: [WIP] - My TA re-modeling and re-design
I don't know if someone actually did port it over but here's the metal storage from some pages earlier in Spring:

- Attachments
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- Advanced Metal Storage.7z
- (134.09 KiB) Downloaded 45 times
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- advmetalstorage.jpg
- (94.69 KiB) Downloaded 2 times
Re: [WIP] - My TA re-modeling and re-design
Jesus i forgot about that one, thanks.
Re: [WIP] - My TA re-modeling and re-design
I envisioned a metal storage as an open building with liquid metal flowing/bubbling inside it.
Re: [WIP] - My TA re-modeling and re-design
I know,right....
Re: [WIP] - My TA re-modeling and re-design
Master-Athmos does that have a texture 2?
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Master-Athmos
- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: [WIP] - My TA re-modeling and re-design
Yup - you actually might see the slight reflections on the rather big grey area at the top...
Re: [WIP] - My TA re-modeling and re-design
no PSD? and uh actually the texture 2 is pretty bad IMO. are you working with layers? it's quite easy to substract things like paint or material differentiations from the spec channel
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Master-Athmos
- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: [WIP] - My TA re-modeling and re-design
Well maybe it's because I don't like it when things get too shiny and reflective. That's why I just gave the top with it's big uniformly grey area as well as the cylinders at the sides and the solar collectroish panneling some reflectivity and specularity. Actually I used the same map for both channels...
If you like things more shiny go ahead and do the texture2 as you please and let people choose between what they prefer...
If you like things more shiny go ahead and do the texture2 as you please and let people choose between what they prefer...
Re: [WIP] - My TA re-modeling and re-design
Yeah, precisely, thats what i have written in the model design docs for CA and its why crems model never made it into CA: I was trying to adapt it into something that was open and would alow a moving pillar of metal down the centre.Gota wrote:I envisioned a metal storage as an open building with liquid metal flowing/bubbling inside it.
Re: [WIP] - My TA re-modeling and re-design
I think you misunderstood what I said...
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Master-Athmos
- Posts: 916
- Joined: 27 Jun 2009, 01:32
Re: [WIP] - My TA re-modeling and re-design
Ah you meant that I used a brush rather then using layers where I only fill the respective sections? Well I just had Cremuss's color (and alpha map for teamcolor) and kept that semi-transparent in the background while doing the texture2 layout. I probably should have used a polygonal selection for the panelling part (and maybe bake some of the structure into it for the specular channel) but I felt a bit lazy and so did just a quick drawing with the brush - you wouldn't be able to really tell a difference even in a zoomed in view though so investing more time isn't that much more worth it...
Re: [WIP] - My TA re-modeling and re-design
Dont 'paint over' for tex2, copy the underlying texture.
Also, that isnt spec and reflect, thats reflect and glow.
Also, that isnt spec and reflect, thats reflect and glow.
Re: [WIP] - My TA re-modeling and re-design
no it's reflection/specularity + glow
...after blocking out all the non-reflective materials with a layer of blackcopy the underlying texture
Re: [WIP] - My TA re-modeling and re-design
we asked that reflection and specular were separated to green and blue respectively but there were people who stonewalled that.
Saktoth
Texture 1:
RGB(diffuse)
alpha(team color overlay)
Texture 2:
R (Glow)
G (specular and reflective)
B (unused)
alpha (transparency but not translucency)
Saktoth
Texture 1:
RGB(diffuse)
alpha(team color overlay)
Texture 2:
R (Glow)
G (specular and reflective)
B (unused)
alpha (transparency but not translucency)
Re: [WIP] - My TA re-modeling and re-design
Yes certainly to all of the above, but his texture is yellow, i meant merely to point out that the red channel is glow not specular.
