Random WIP 2006-2011 - Page 362

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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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Cool, I figured that much. Such an approach is good. you can always go back and add details or even use normal maps to add your greebles.
MElvinVM
Posts: 114
Joined: 15 May 2010, 11:43

Re: Random WIP

Post by MElvinVM »

My current problem is that I am not highly skilled like you guys, and that I have to learn a lot of things on my own, i am sorry for not producing the best quality for my game project, but i am doing my best!
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

no, no, not saying that you are doing bad at all, keep going.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

MElvinVM wrote:i am sorry for not producing the best quality for my game project, but i am doing my best!
work only to please yourself, not anyone else. its easy to get frustrated with yourself when you look at someone elses work and think "ugh theirs is better" but in the long run, you're doing this for your own fun, and you're learning along the way

boat looks good to me. i think i would texture the others in the same manner, and then maybe go back and think about where to put details and teamcolor and stuff later, once you can look at them as a group.
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scifi
Posts: 848
Joined: 10 May 2009, 12:27

Re: Random WIP

Post by scifi »

MElvinVM wrote:My current problem is that I am not highly skilled like you guys, and that I have to learn a lot of things on my own, i am sorry for not producing the best quality for my game project, but i am doing my best!

sure mate, do always your best and youll do fine :wink:

besides the ship models are nice to look at, and as loong as you learn and have fun while doing them, there is no problem.

keep working on it :wink:
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Hobo Joe
Posts: 1001
Joined: 02 Jan 2008, 21:55

Re: Random WIP

Post by Hobo Joe »

KaiserJ wrote:Image

its not for *A; looking for comments about style and clarity
It's very good looking but it seems like would be porcy.
luckywaldo7
Posts: 1398
Joined: 17 Sep 2008, 04:36

Re: Random WIP

Post by luckywaldo7 »

KaiserJ wrote:Image
That would be great for Contact :D

Can has a screeny with shiny?
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

KaiserJ wrote:Image
Looks good! Giving cliff sides and low areas different colours helps greatly with readability. Looks a little plain, mind; got a feature set in mind?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

So i was workin, browsin through the done things, and i came across the geo-hive. And it was bad, it was exactly everything it shouldnt be. It didnt have a cluent it didnt have style- and i looked at it, saying: Why doesent it smoth? It looks like a plastictoy dropped from orbit (a sickos plastic toy, but hey even the joker got to have a childhood) Lackin all

Incredible clean, and all in all, like a pre-starwars-spaceship.

So i opened Hl2 to get inspired, made a little speedrun sightseeing, and noticed- its sweet detail at makes a Game incredible to look at. You can see a lowpoly diorama of Ravenholm from the dam before black-mesa-east, you can see the citadell and city 17 from water hazard, and a diorama of nova prospekt while approaching it. You can see the little glowing windows and In-Building-Structures in Gundam RTS (more and moar becoming with evo the new gold standard of spring).

So, yo dawg, i put a hive under my hive, and compressed it and voila.
Image

Even has perspective..
Attachments
geohive.jpg
(934.03 KiB) Downloaded 2 times
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

Guessmyname wrote: Looks good! Giving cliff sides and low areas different colours helps greatly with readability. Looks a little plain, mind; got a feature set in mind?
Hmmm I need to make a cargo crates, burnt up cars, and explosive barrels feature set.


Piccaso how will you see below?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

Thats the trick- it is not below the terrain. Its made to look like, but is actually a compressed diorama of a city below. I worked on the transitnode and realized while doing the cars that buzz around underground, but above the terrain, how ridicolous this actually is..
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hoijui
Former Engine Dev
Posts: 4344
Joined: 22 Sep 2007, 09:51

Re: Random WIP

Post by hoijui »

most machinery made of metal, and especially ships, have their metal parts covered with paint (especially important for salt-water ships of course), so metal FX would rather make it look like a play thing.
... i like the ship like that. :D
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random WIP

Post by Forboding Angel »

KaiserJ wrote:Image

its not for *A; looking for comments about style and clarity
Ooo, pretty, I like! :-) I think tho that without writing that the caution lines don't make that much sense. I dunno exactly what this is for, but lets pretend that it was for evo as an example. YOu could put some funky language type stuff written in black on some of the caution lines (Like you would see here on earf) or even just english stuffs. Perhaps it needs features to really bring out what you're trying to do here. I'm thinking some of smoth's harbor features could do the trick nicely (cranes, radar domes, etc). However, at the same time I realize that this is a render from max, so features at this point would be a little premature.

What are your plan for what you're going to do with it post max? (perhaps that is the better question so that critiques can be in proper context)
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

Beherith, BaNa:
super cool, so is there mesh deform now?
i think the damage texture is very cool tech wise but could look better with better textures, atm it looks like the whole just gets burnt like some half molten plastic thing :wink: could work best on units with flat faces, like solars (cracks in glass?) or wings of aircraft (flak hits, holes)
but still very nice!
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

woulda replace current one with some wires and other components. like, u know, pieces of shell are falling off revealing whats inside. and sparks ofc !
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

What? Mesh deform? This is a NormalMap Replacement, right, Behe?
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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

does the glove fit?

Image
Image

and yes... I've obviously been playing too much fall out
Image
Attachments
postapocalypticwasetland.jpg
(182.91 KiB) Downloaded 2 times
glovefits.jpg
give me spinners
(64.61 KiB) Downloaded 2 times
newrims.jpg
needs a new sound system
(69.51 KiB) Downloaded 2 times
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

at least the glove parts do...

Nice bob..
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

GET
LIKE
ME
NERDS

Image(click for larger)

FUCK YEAH CHILI!
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Karl
Panzerstahl Developer
Posts: 746
Joined: 01 Apr 2010, 21:05

Re: Random WIP

Post by Karl »

Image

Uhh i need help with the chassis i cant think of any good one

btw the Tank will feature dual jet-engine , dugging in (like Tick Tank)
, and having an Large rocket inside the turret (like IT-1 tank)

and if possible the tracks to
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