CORE Tremor +1 - Page 7

CORE Tremor +1

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: CORE Tremor +1

Post by smoth »

keep going mr. D, I think it is *using gay voice* fabulous and you do a great job.
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Neddie
Community Lead
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Joined: 10 Apr 2006, 05:05

Re: CORE Tremor +1

Post by Neddie »

This reminds me of several designs from E&E, waking a nostalgic feeling. Keep it up!
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Tribulexrenamed
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Joined: 22 Apr 2008, 19:06

Re: CORE Tremor +1

Post by Tribulexrenamed »

I think im going to have to play CA core now. Once they get this model in.


Shit that is so awesome.

Can i use this model in a mod that is not TA-based? Please please please?
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MR.D
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Re: CORE Tremor +1

Post by MR.D »

Shouldn't be long now guys, I just have to work out the teamcolor, reflection/glow layers and its ready to go.

I'm going to give it a good once over and check for errors ect, but this is how the final texture will look.

I decided to dump the Camo layer, because I couldn't get it to look right on the unit, and the metal shell looks pretty good all by itself especially when teamcolor and the glow maps are working.

Final model is 1624 triangles, and being a unit that is not often spammed, I think that is a fair Tri count for this specialized unit.

Image
Image
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Masure
Posts: 581
Joined: 30 Jan 2007, 15:23

Re: CORE Tremor +1

Post by Masure »

Just perfect. Thanks for that one !

First, I would have said that black & yellow stripes could mess with builder design guideline but it doesn't look it can be misunderstood. Moreover, they re visible when the shell is open only.
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panzeriv2
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Joined: 12 Aug 2008, 12:02

Re: CORE Tremor +1

Post by panzeriv2 »

Nice. Look forward to seeing this ingame
Warlord Zsinj
Imperial Winter Developer
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Re: CORE Tremor +1

Post by Warlord Zsinj »

It's looking very nice, but I do agree with the first half of masure's sentiment - from a visual design point of view, you should make a rule whereby 'only construction units can have hazard stripes' and stick to it, imo.
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: CORE Tremor +1

Post by [Krogoth86] »

Would be cool if you could share your "raw" PSD files (if you use Photoshop) for learning purposes. Imo you should do that for nearly all of your units anyway so that e.g. the guys from CA can replace the Core logo with another one in a pretty easy way and don't have to redo that entire area which might be a quite diffult task if you want it to look uniform to the rest of the texture...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: CORE Tremor +1

Post by AF »

+1 to psd comment

I agree with the sentiment over construction stripes, but otherwise this is one of your best reduxs so far, I think you should 'redesign' more like you did with this with future units.
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Tribulexrenamed
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Re: CORE Tremor +1

Post by Tribulexrenamed »

Yes, as in completely vary from the unit so it may be usable in a context other than TA.
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MR.D
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Re: CORE Tremor +1

Post by MR.D »

The raw PSD's are 40 meg tho, and most of those kind of things I build right into the main layer, as the bevel tool I use for edges and highlights operates on shading the surrounding colors instead of making their own overlay for it via transparent fill (dunno why).

In my defense of the Bumble stripes on those 2 sections, the model is almost completely void of colors, and those 2 places are caution areas where the shell moves around them, I know I gotta quit thinking in terms of the "human element" but they just seemed like sensible places to put some colors.
Masure
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Joined: 30 Jan 2007, 15:23

Re: CORE Tremor +1

Post by Masure »

MR.D wrote:In my defense of the Bumble stripes on those 2 sections, the model is almost completely void of colors, and those 2 places are caution areas where the shell moves around them, I know I gotta quit thinking in terms of the "human element" but they just seemed like sensible places to put some colors.
As I said, it was my first thought about these stripes. But they're fine and I like them indeed.

Nothing to be bothered about :)
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bobthedinosaur
Blood & Steel Developer
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Re: CORE Tremor +1

Post by bobthedinosaur »

its a cylon raider with tracks and a gatlin cannon
[Krogoth86]
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Joined: 23 Aug 2007, 19:46

Re: CORE Tremor +1

Post by [Krogoth86] »

Mr. D wrote:The raw PSD's are 40 meg tho, and most of those kind of things I build right into the main layer, as the bevel tool I use for edges and highlights operates on shading the surrounding colors instead of making their own overlay for it via transparent fill (dunno why).
Well you of course don't have to but I'm curious. Some techniques on the one hand and some approaches on the other like do you paint the "background textures" yourself or do you use photo references you work upon. Would be interesting to see as you rarely see someone showing off the source of a good texture (I think I never saw someone offering his raw psd file of a texture more complex than a simple tileable brickwall or something)...

Concerning the bumple stripes:
What about making the stripes black/teamcolor instead of black/yellow? In the current state I see only few and very tiny spots for teamcolor anyway so it might help...
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AF
AI Developer
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Re: CORE Tremor +1

Post by AF »

What about those red stripes you put on some of the other models?
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MR.D
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Re: CORE Tremor +1

Post by MR.D »

you mean on the cockpit/head areas?
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Crayfish
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Re: CORE Tremor +1

Post by Crayfish »

The warning stripes seem a little inconsistent. Perhaps using another colours instead of the yellow would improve this. The teamcolour suggestion makes sense.
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Machiosabre
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Joined: 25 Dec 2005, 22:56

Re: CORE Tremor +1

Post by Machiosabre »

i like the stripes, and considering you can only see them while you're firing, I don't think it'll get mistaken for a con
Saktoth
Zero-K Developer
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Re: CORE Tremor +1

Post by Saktoth »

+ 1 to only constructors should have hazard stripes.
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MR.D
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Re: CORE Tremor +1

Post by MR.D »

It is a constructor in a sense.. 8)
It constructs chaos, destruction, and panic in the opposition.
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