Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
It looks awesome, especially for how low-poly it is.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Random WIP
10k tris so farbobthedinosaur wrote:spiked..... what no rivets? no bevels? you can add a lot more polies on that thing.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Random WIP
Stuff like rivets can be added via normal map easily. Just because you can waste polys, doesn't mean that you should.bobthedinosaur wrote:spiked..... what no rivets? no bevels? you can add a lot more polies on that thing.
Re: Random WIP
Spiked: last one is T-10?
Re: Random WIP
Hobo: uninspired, too much smooth button and random creases
Try not to have the originials side by side when remaking, work from memory on how you think it should look.
Try not to have the originials side by side when remaking, work from memory on how you think it should look.
Re: Random WIP
Well i dont know about technical stuff but your models look very "sharp" which is IMO great.
They look slim and realistic as oppose to blocky and toy like.
I love the HLT ,imo its perfect except it's support "feet".
They look slim and realistic as oppose to blocky and toy like.
I love the HLT ,imo its perfect except it's support "feet".
- SirArtturi
- Posts: 1164
- Joined: 23 Jan 2008, 18:29
Re: Random WIP
Yea, I love the current concept of hlt aswell. So, If you remodell it, try to be loyal to basic concept as much as possible. It only needs some polishing.
Indeed, the lower area of the turret is its weakest point. It could have slightly bigger support feets imo.
Indeed, the lower area of the turret is its weakest point. It could have slightly bigger support feets imo.
Re: Random WIP
Beherith wrote:Hobo: uninspired, too much smooth button and random creases
Try not to have the originials side by side when remaking, work from memory on how you think it should look.
Well, sticking very close to the originals was intentional. I want them to be immediately identifiable as the same buildings, just without the limitations that lower poly had on them. Having said that though I agree they are very uninspired, they all look barren, everything I tried to make them more detailed or busy ended up looking terrible, so that's why I posted.
@Gota and SirArtturi: Thanks, I'll try to make some changes from your comments.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
Re: Random WIP
ayeyuritch wrote:Spiked: last one is T-10?
Aaaand it's done. 13,606 triangles.
Re: Random WIP
Hey again, i have more candy to show!
Re: Random WIP
fat guys with guns.
i guess it seemed like a good idea to the fat guys.
Re: Random WIP
o0o sexy.SpikedHelmet wrote:ayeyuritch wrote:Spiked: last one is T-10?
Aaaand it's done. 13,606 triangles.
Re: Random WIP
Laug now, but if he luas a little prog that allows to minecraft vehicles, this board will be his and followers alone.
Re: Random WIP
@MElvinVM: those look really awesome. The thing that sticks out the most would be the back of the long battleship looks really barren. Little guns look strange on that huge expanse of flatness. Perhaps adding a missile launcher or some other big weapon would be better.
Re: Random WIP
@MElvinVM:
those would perfectly fit for ZK?!
those would perfectly fit for ZK?!
Re: Random WIP
In EvolutionRTS, features assimilate you.
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- RPD04-BorgCube.jpg (128.54 KiB) Viewed 1885 times
Re: Random WIP
ahhh. the borg. the final interesting thing to come from star trek :D
i realize this texture still needs work, some of the blocks need to have their textures shifted over and stuff... for sure i used the L-shaped silver bracket tile way too much; what i wonder is if i should change the tone of the blocks for different levels of platform, so that it's easier for the eye to pick out heights?
going to be lots and lots of features on this one... the theme will be a shipping/logistics yard
specular / normals will defenitely help, but im wary of starting with them before i get a final diffuse texture
i realize this texture still needs work, some of the blocks need to have their textures shifted over and stuff... for sure i used the L-shaped silver bracket tile way too much; what i wonder is if i should change the tone of the blocks for different levels of platform, so that it's easier for the eye to pick out heights?
going to be lots and lots of features on this one... the theme will be a shipping/logistics yard
specular / normals will defenitely help, but im wary of starting with them before i get a final diffuse texture