Random WIP 2006-2011 - Page 306

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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PicassoCT
Journeywar Developer & Mapper
Posts: 10452
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

nice one wombat- that unit deserves some mightier physicks to transport the feeling of beeing speeded up by such massive engines& boosters. Wish we had a way to take one unit in view and hand it over to some cinematic physicksengine, that calculates its movement moar carefully, just imagine this baby roaring through the sky, gathering speed, and needing time to stop.
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

thx <3

i was wondering about similar animation to thunder (t1 arm bomber from ba) and playing with acceleration, but im newb at these things so im just wondering.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10452
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

Yes, vtol at the start, than switching to a flight with heavy load, yes, that would fit, i remember when we played ta in lan, back those days, those arm bombers on "T" were always the eyecandy to catch the sceptics.
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

Looks great wombat. But that little patch of camo doesn't fit in with the rest, since there isn't camo any where else.
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

bobthedinosaur wrote:Looks great wombat. But that little patch of camo doesn't fit in with the rest, since there isn't camo any where else.
Agreed!
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Hoi
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Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Also the vent textures are distorted. If I were you I'd make that area a flat polygon instead of 2 non-flat triangles.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

yes, after looking at this gunship few days later i have to admit that this camo at front looks bit unfinished, could use some more work (there is some extra camo in back wings btw, hard to see from this angle)

didnt notice these vents tbh, from different angles they look ok :x

thx for pointing out issues :P
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Image
This UVmap was a nightmare.

The texture could have more work (its nothing but shading, repeating texture and teamcolor atm). But after spending so much time just making the uvmap im leaving it like this for a while.
EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Re: Random WIP

Post by EatMyShrapnel »

My WIP :
Image
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SirArtturi
Posts: 1164
Joined: 23 Jan 2008, 18:29

Re: Random WIP

Post by SirArtturi »

Saktoth wrote:Image
This UVmap was a nightmare.

The texture could have more work (its nothing but shading, repeating texture and teamcolor atm). But after spending so much time just making the uvmap im leaving it like this for a while.
Looks really nice!

However I must complain that they look very much alike. And from the last play of CA, the shipyard looks, though good, but like a boat also!
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Wombat
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Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

me thinks it looks bit overkilled with smooth, but i might be wrong, looks awesome, best ship
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

If you mean the smoothing groups, then yeah, i didnt bother doing anything with smoothing groups because the damn thing has been such a pain, i might change that later down the line. If you mean smooth function, of course not. Almost all of Cremuss's geometry is intact (I was tempted to shorten the damn thing but decided not to).

The texture is just autogenerated using ambient occlusion and then taking the normal map and making everything facing up brighter and facing down darker, using GPU meshmapper.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random WIP

Post by Forboding Angel »

Sak, pull it into upspring.

Select all objects

Recalculate normals

Recalculate normals 3do style > all objects

45

It will instantly look 100x better.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

yes i meant smoothing groups, and +1 what forbs said
jeykey
Posts: 136
Joined: 28 May 2009, 16:24

Re: Random WIP

Post by jeykey »

EatMyShrapnel wrote:My WIP :
Image
somehow very nice
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PicassoCT
Journeywar Developer & Mapper
Posts: 10452
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

jeykey wrote:
EatMyShrapnel wrote:My WIP :
Image
somehow very nice
I somehow expect the camera to get all shacky and grey, and all of the sudden there are those guys with flamethrowers, and its still 45.

Me wants a WIP-Screeny of the ships after the FORB-Normaltreatment.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: Random WIP

Post by Saktoth »

Forboding Angel wrote:Sak, pull it into upspring.

Select all objects

Recalculate normals

Recalculate normals 3do style > all objects

45

It will instantly look 100x better.
Image
Yep, that sure looks um.

Identical.
EatMyShrapnel
Posts: 31
Joined: 25 Jun 2010, 20:16

Re: Random WIP

Post by EatMyShrapnel »

another one
Image
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random WIP

Post by Forboding Angel »

Saktoth wrote:
Forboding Angel wrote:Sak, pull it into upspring.

Select all objects

Recalculate normals

Recalculate normals 3do style > all objects

45

It will instantly look 100x better.
Image
Yep, that sure looks um.

Identical.
Basically... you did it wrong O_o After doing that did you resize the model? Cause if so, that will fork up the smoothing groups all over again. If you can't get it to work, post up the s3o and I'll do it for you.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Random WIP

Post by Peet »

Forboding Angel wrote:Basically... you did it wrong O_o After doing that did you resize the model? Cause if so, that will fork up the smoothing groups all over again.
Recalculating normals destroys normals (and thus by extension, smoothing groups) set by the modeller. That's the whole point. Of course it will "fork up the smoothing groups". I would try a lower hard edge threshold angle, perhaps 20?
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