smoth's junk. - Page 13

smoth's junk.

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smoth
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Re: smoth's junk.

Post by smoth »

I texture in black and white and use a multiply color layer to test color zones. I just post the color stuff because black and white is less interesting:

Image
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smoth
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Re: smoth's junk.

Post by smoth »

I texture in black and white and use a multiply color layer to test color zones. I just post the color stuff because black and white is less interesting:

Image
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smoth
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Re: smoth's junk.

Post by smoth »

So gave it some thought, I didn't like the lens sensors Image

I have replaced them with these green panes of glass. I figured the large visible sensor on the head should be less easily targeted. Right now someone could say "hurr durr I'll shoot out the main cameras with my sniper rifle and it is really easy to shoot a moving 40 foot machine in an urban setting as it charges down an alley at 100+ KMPH. I know this because I play a lot of COD." etc. So now there is no telling WHAT is under that and where the sensors are.. maybe the glow is a side effects who knows!?!? MAGIC TECHNOLOGYSCIENCESTUFF EAT IT MIDICHLOREANS!

Also the lenses while cool looking would not even be a pixel at play distance. This gives me a few things:

1) leeway with fluff, there can be any kind of sensor behind that screen it is all sciency and future tech.

2) maybe it is just for show but being able to see the thing glowing at a distance feels better

3) rool of kool.

*EDIT*

Image
Talking to coresair he felt the feet were too square looking at the base. I feel the base is fine but the feet were too flat.
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PicassoCT
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Re: smoth's junk.

Post by PicassoCT »

its good- and it is such faces that make a robot distinctive- never forget the uprising of the toasters in galactica.

Also remember most of the time people will look upon it from way up high- so small details get lost - and he is "that blind robot"..

inb4 large samura helmet insigna installations like the ta coms had to make the easy identifiable
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smoth
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Re: smoth's junk.

Post by smoth »

Image
tons of micro adjustments, at least the base texture is done. I have another 4+ weapons systems to model. YAY more work. The good thing is I fit all this stuff on the texture and have it modeled.
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PicassoCT
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Re: smoth's junk.

Post by PicassoCT »

I know not everyone favours that gritty battleworren look... but.. those are mechanical parts at your feet, and beeing constantly around sand, dirt and abbrassive material in general should wear them down..


inb4 Its the future, bitches, everything is diamond!
http://www.youtube.com/watch?v=2hfOJSLNJDs
high olivine content. Many sands, especially those found extensively in Southern Europe, have iron impurities within the quartz crystals of the sand, giving a deep yellow color. Sand deposits in some areas contain garnets and other resistant minerals, including some small gemstones.
Meaning, the dessert has worren down diamonds to small microdiamonds. And guess what they use to cut diamond? So yeah even in the future... nature gets to you.

http://starwarsmodern.blogspot.de/2012/ ... -from.html

Its about telling a story- of a past and a future which have never exited.
Last edited by PicassoCT on 27 Jan 2013, 17:49, edited 1 time in total.
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smoth
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Re: smoth's junk.

Post by smoth »

PicassoCT wrote:I know not everyone favours that gritty battleworren look... but.. those are mechanical parts at your feet, and beeing constantly around sand, dirt and abbrassive material in general should wear them down..
yawn, this again.

IRL scratches from sand are very small in comparison to the size of the unit. Unless there is massive neglect, we are talking left outside, and repeatedly slammed into one another there would not be any visible wear at this texture scale. I am pretty sure I have been over this.

Image
mostly what you would see is the sand and dirt forming a sort of film on the unit.

There are scratches but at a distance they become visually non-existant
Image

in a moist environment tanks may show rust and scratches more visibly but it is dependent on the environment and what they were driving through Image

Of course that would require an alternate dirt application based on the map and either a new channel or yet ANOTHER texture for shader passes to be assigned to the correct areas.

Not that you actually ever payed attention but I did do dirty on ace units in GRTS:
Image(click for larger)
No one ever really looks before they talk

all those micro scratches on such a large scale merely give dirt a place to rest, so dirt accumulates. However it is my belief that the pilots and crews who would maintain a mech at least clean their machine.

So there is your answer, I am tired to replying to the "rust it up unrealistically" requests.
Image
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smoth
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Re: smoth's junk.

Post by smoth »

Image

Right hand
Hammer fist - once used to drive in pilings and do general cement busting, it has been reworked to pound enemy units.

Back units
100mm cannons - MORE GUN

left hand
3 barrel scatter gun, because 2 wasn't enough.
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smoth
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Re: smoth's junk.

Post by smoth »

Image

texture progress.
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smoth
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Re: smoth's junk.

Post by smoth »

Image

I am pretty pleased with these. Now I can use the remaining space to do a few optional things like a jump pack.

*edit* here is where the texturing is as of tonight:

Image
click image for larger
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smoth
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Re: smoth's junk.

Post by smoth »

for peet:

Image

Image
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FireStorm_
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Re: smoth's junk.

Post by FireStorm_ »

Great texture, and very informative. I'm surprised at how much it has changed since you showed an earlier uv-layout. I'd be in a bit of trouble if I had to move that much around, I think.

And I'm still curious what you meant with (room on the texture for) new body parts. Like mark II legs or something? Or is it just armour over exhaust-grills and stuff like that? Anyway, neat stuff. :-)
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smoth
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Re: smoth's junk.

Post by smoth »

FireStorm_ wrote:Great texture, and very informative. I'm surprised at how much it has changed since you showed an earlier uv-layout. I'd be in a bit of trouble if I had to move that much around, I think.
Glad it was educational. It isn't too bad as far as moving stuff around. Generally I plan things that way. There is another 5-10% of texture space that can be recovered using a few more tricks depending on what I decide to do.
FireStorm_ wrote:And I'm still curious what you meant with (room on the texture for) new body parts. Like mark II legs or something? Or is it just armour over exhaust-grills and stuff like that? Anyway, neat stuff. :-)
Stuff like jumpjets, radar fins, etc. unlike gundam this is a concept I am working out with no reference. As such I am trying to cover as much as I can. the idea is is to have as many parts as possible to cover as many variants of this "demi frame" as I can. I plan on leaving a little space in the end to allow me to add a few more features if I think of any thing else.

Each mecha will have it's own large uv so the MKII of this demi frame would be a whole new uv. This particular mecha is meant to be the earliest still used design.
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smoth
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Re: smoth's junk.

Post by smoth »

Image

Jump pack and sensor pack.
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PicassoCT
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Re: smoth's junk.

Post by PicassoCT »

Jumpjets look good. Sensors look generic hexa-radar-dome. Anyone any alternatives?
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smoth
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Re: smoth's junk.

Post by smoth »

Better to be generic so people recognize it as sensor pack
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PicassoCT
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Re: smoth's junk.

Post by PicassoCT »

If it was my dome, i would have said exact the same thing. And i would be right, but because its you- alternative view on things in 3..2..1 :D
Military sensors can also look like:
Image

Oldfashioned frail crap
Bulky Cameras(inDomes)
Image
You could even put them on a retractable pole, so sensors are only extended during battle.

They can even look like:
Image
Domes. Damned Domes. Doomed to Dome.

Why has everybody this thing with realism all of the sudden..
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smoth
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Re: smoth's junk.

Post by smoth »

Image

Heavy armor kit GET-O

Image

click either image for larger
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PicassoCT
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Re: smoth's junk.

Post by PicassoCT »

Looking good, running out of buts...
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FireStorm_
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Re: smoth's junk.

Post by FireStorm_ »

I thought you would heat Picasso's advise to at least some degree. That's because I imagine the sensor pack being rarely used, like on a single unit within much bigger group, and it would need to stick out a bit, for the player to clearly see.

That said, they look awesome. :-) Looking forward to singing them in action stance. Although, hasn't the extra armoured one lost some wide stance ability due to the hip plates? In any case, great stuff.
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