Random WIP 2006-2011 - Page 334

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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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ »

Don't have your skill level but i wouldn't think it a fist attempt. Looks fantastic.
But ingame? Doesn't seem likely to me, if its spring. Are you really planing on making a movie? to go with your game perhaps?
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Random WIP

Post by scifi »

We cant see the polys, but if its optimised, a model can look just like that ingame, you can have that smothed areas, easily by adjusting the hardness and smothed levels in wings(thanks Masse for teching me that :P)

Not saying that that specific model is good ingame, just saying if the wireframe is well done, it can be ingame for sure, and it can look like a high polyer model. :wink:
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

Image
my first CEG effect
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Re: Random WIP

Post by aGorm »

Just to clarify for those that don't realise, thats my WIP High poly for rendered cinematics version of this: http://www.youtube.com/watch?v=VnPFReHoaps

So yes, that specific model wont be in game as it has much to high a polly count (even my unsmothed version is to many), but I allready have a low polly version as seen in the vid.

:::EDIT::: (And first atempt was ment by way of High poly, I've done loads of low polly :-) )

aGorm
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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

Size it up, make it a overexpensive hero-unit, consuming energy just to substain.
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manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: Random WIP

Post by manolo_ »

@knorke das sieht eher aus wie ein weizenhalm ;) aber das wird schon
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ »

manolo_ wrote:@knorke das sieht eher aus wie ein weizenhalm ;) aber das wird schon
perhaps ct plans to introduce a new resource, to feed the troops. :-)
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

speak english faggots
aGorm wrote:image

Thats right... Megabears the Movie... My first atempt at a high polly bear.

aGooooooooorrrrrrmmmmmmm
jawsome.. is it just for fun or are you going to bake it to a low poly?
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: Random WIP

Post by Karl »

Hurr...

I know the textures doesnt look that great but i am not an artist either

its for the Mod KKnD: Doufire . wich i work alone on it...

The Model needs to be polished abit.

And all that with 512x512 small texture size <.<

Its my second uv-mapped unit/structure
Image
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FireStorm_
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Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ »

I'd say your model needs a lot of work. :-) But it looks like a good start.

Its hard to give some feedback on a model in this early stage, though.

From the first look, I'd say you haven't spend enough time UV-mapping or learning how. I think most important thing about a uv-map is comprehension. If you can easily see where surfaces from the uv-map are represented on your model, it becomes easier to draw or put a good looking texture on it.
I might be totally wrong on this, but my advise: Make a uv-map that you yourself clearly understand.

If you want more advise i think you have to tell some more about your plans and ideas for your model (I had to get from the file-name in the picture that it is a barracks. If i had missed that, i could easily have though it a tank-factory).

Also KKnD is essentially some one else's idea. You have to be careful about that too. Be sure you're allowed to use it and be clear of your intentions with your own creations.
jeykey
Posts: 136
Joined: 28 May 2009, 16:24

Re: Random WIP

Post by jeykey »

manolo_ wrote:@knorke das sieht eher aus wie ein weizenhalm ;) aber das wird schon
I like it, yummy
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: Random WIP

Post by Karl »

The whole faces are uv-mapped I am using the lazy method I think this should work or?

And on uv-mapping I am using the projection and unfolding.

Yeah it is supposed to be a Barrack for the Survivors faction
where mens gets kicked out for being lazy ass giving the capitian an Coffe .

I know KKnD idea is from someone but there gives an unrealsed mod for Generals which is a remake of KKnD Krossfire

i am playing to make a mix of the First and the Second KKnD
but mainly about the First because it is way better imo
and something else, yes it will have some fun stuff in it

If this one is done i will make a Cigarrete Fabric wich makes cigarretes to keep the infantrys walkin' .

After a nuclear war no body would care about health they will be dead anyway from Gunfires and tumbling fat leggers
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FireStorm_
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Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ »

It sound like a very ambitious project to do by yourself. If i was you i would inform myself about the challenges mod/game making involves.
for instance:
http://springrts.com/phpbb/viewtopic.php?t=6015
http://springrts.com/wiki/The_Complete_ ... pring_Game
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Karl
Panzerstahl Developer
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Joined: 01 Apr 2010, 21:05

Re: Random WIP

Post by Karl »

I know but i could atleast try to make a 100% Own unit in-game!
with alot of help from Lord_Muffe

modelling is simple , uv-mapping to with Projection detection
i just dont know how to proper texture stuff
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

weeee easy easy money.
Image
scheisse ist so bargeld!
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

sweet stuff. what makes this bot 'unload' resources so far away from lab, hit boxes ?
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

the miner has to enter the white circle to unload.
for this depot it is maybe set a bit bigger than needed.
Though hitboxes are a problem:
Image
The white shape should probally not be a simple circle (its a circle even though its drawn as an octagon) but instead follow the shape of the hitbox, ie square, rectangle etc...
It kind works out anyway because spring just sends the miners to the sides where they can unload. (bigger problem is miners getting stuck in rocks, hooray for pathing)
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Re: Random WIP

Post by Masse »

knorke wrote:blablabla...
All I heard was PNG!
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FireStorm_
Posts: 666
Joined: 19 Aug 2009, 16:09

Re: Random WIP

Post by FireStorm_ »

Cool!
Question if you don't mind, just curious:
Does the miner currently use the centre of its depo to head towards it?
Or can the the drop-off shape become more specific; for instance could a strip along the south side of the terrain occupied by the ship/building, be the drop off zone?
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KaiserJ
Community Representative
Posts: 3113
Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

Karl wrote:Hurr...

I know the textures doesnt look that great but i am not an artist either

Its my second uv-mapped unit/structure
everyone starts somewhere, it looks a lot nicer than the second model i ever made ^^

good for a second effort. as you point out, its not got the most amazing texture, but i like the shape of the building and i think it could end up looking very nice.

try posting a picture of your uv-coordinates and your texture, maybe we can give you some pointers

also behe made a very nice tutorial on texturing in fireworks, maybe have a peek at that too... makes everything nice and simple

edit: and ofc nice work knorke :) i especially like the growing triangle ore indicator
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