Random WIP 2006-2011 - Page 268

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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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

Generation 1 thru 4 interceptor and multi-role fighters. some obvious irl resemblance
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Tribulex
A.N.T.S. Developer
Posts: 1894
Joined: 26 Sep 2009, 21:26

Re: Random WIP

Post by Tribulex »

SIMBAES!!!!!!!!!!!!!!!!!!!!!!!
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

Spring: Harvest Moon!
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d-gun
Posts: 126
Joined: 03 Jan 2010, 18:32

Re: Random WIP

Post by d-gun »

BLood and steel?
Eothain888

Re: Random WIP

Post by Eothain888 »

Just been playing around in wings dreaming of high poly TA models.

Image
Piranha 263 Polys

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Lurker 259 Polys

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Arm Radar Tower 325 Polys

I notice everyone else seems to post in "tris" but Wings seems to give it to me in "polys" dont know if there is a difference or not.

Thoughts, criticism and words from the wise welcome.
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Random WIP

Post by Beherith »

Piranha and lurker arent too special, however I really love the radar tower!
tri count ~= polycount*2
Eothain888

Re: Random WIP

Post by Eothain888 »

Yea I didn't really know how to pizazz up the Lurker and Piranha while trying to stay true to the originals but they were good models to learn on. The Radar tower is what I could glean from the cinematic.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

your radar tower is really good, try to uvmap it now
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: Random WIP

Post by Beherith »

Yeah, try to uvmap.
And if you feel you cant change them while staying true to the original, then dont stay true, add your personal touches, try to rethink how components of the model would work.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

@Eothain888: Those are very nice remakes- try your best to learn to uvmap :-)

I'd also like to see a bit more greebling or some small style changes to make them a bit fresher. The "tubes" for the torpedos can be removed, to save some triangles- the texture can imply that hole pretty effectively. But overall these are a great first start.
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

i'm with behe; you've done a great job so far, good work with the polycounts as well... at this point it would be a good idea to get your finger into uv-unwrapping and texturing your model

and yes, let your imagination run wild... the original models are 10+ years old, in terms of a car design, they might look completely different by now!

great work so far
Eothain888

Re: Random WIP

Post by Eothain888 »

Thank you all.

Ill try to uv unwrap the radar tower since I am happiest with that model. Ill try find das bruces uv unwrapping tutorial for wings. Then ill have to learn to texture. What would be the best program for that? I dont have photoshop, is gimp the best free program?
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: Random WIP

Post by Argh »

Yeah, GIMP's fine, and very powerful, and free.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

There's also paint.net - it's much less powerful, but has a much more familiar and friendly UI. If you're mostly just dropping down pasted textures and not doing your own elaborate stuff, then paint.net will get you where you want to be much faster.

But yeah, if you want power, go GIMP.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

So I went and made an artillery mech...

Image

To give a better indication of what it will look like ingame, here's a posed version:
Image

Any thoughts / suggestions? I'm tempted to switch to a three-joint leg (going down-up-down rather than the current up-down system); on one hand, the two-joint system gives better stability. On the other, it makes avoiding collisions with the rest of the body (specifically, the rear end of the guns) a bit of a bitch
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Random WIP

Post by SanadaUjiosan »

Quite a beast you have there. So do each of those... barrels... shoot like a beam or something? I'm not a huge fan of the "teeth" things on the barrels, but whatever floats your boat.

The legs are pretty wicked looking. I'd hate to imagine trying to animate them.

Overall though, very impressive look. Definitely something that'd make me go "What is that!?" if I saw it coming for me.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

They're shrapnel railguns. Shoot a big packet of explosives really fast set to detonate over something and watch hypersonic shrapnel utterly shred the area.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

artillery... fuck that!

that's a pair of chain claws, chewing through humans and other crap
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JohannesH
Posts: 1793
Joined: 07 Apr 2009, 12:43

Re: Random WIP

Post by JohannesH »

rattle wrote:artillery... fuck that!

that's a pair of chain claws, chewing through humans and other crap
Like an autonomous warcrim unit? :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10453
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

needs a good animation to convince the physicjacksense every human has:

http://www.youtube.com/watch?v=uaobNciNnTU


Fireanimation: weak legs pushed behind to take a stand against the recoil, lead to a sort of pole vault jump when the recoil impulse arrives, the forward legs dig into the soil like catpaws to gather hold against the released momentum
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