Random WIP 2006-2011 - Page 61

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Locked
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Image

first actual work ive done in a while...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I like the straightforward, clean design on that. With a good skin, it'd be pretty sexy, I think.

Only minor quibbles I have is the lack of a vertical stabilizer, and the engine design doesn't look aerodynamic- airflow would go over and around that cockpit, then hit a bump where the engine sticks out. But, meh, it's still a better aircraft design than most, because it looks like it might actually fly and have a useful cockpit...
pktm
Posts: 57
Joined: 05 Aug 2006, 15:49

Post by pktm »

[quote="Argh"]I like the straightforward, clean design on that. With a good skin, it'd be pretty sexy, I think.

Only minor quibbles I have is the lack of a vertical stabilizer, and the engine design doesn't look aerodynamic- airflow would go over and around that cockpit, then hit a bump where the engine sticks out. But, meh, it's still a better aircraft design than most, because it looks like it might actually fly and have a useful cockpit...[/quote]

About the vertical stability - have a look here: http://upload.wikimedia.org/wikipedia/c ... 750pix.jpg

It's possible :)
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Post by imbaczek »

yeah, but you really don't want the flight computers to break down in that case :>
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

pktm wrote:
Argh wrote:I like the straightforward, clean design on that. With a good skin, it'd be pretty sexy, I think.

Only minor quibbles I have is the lack of a vertical stabilizer, and the engine design doesn't look aerodynamic- airflow would go over and around that cockpit, then hit a bump where the engine sticks out. But, meh, it's still a better aircraft design than most, because it looks like it might actually fly and have a useful cockpit...
About the vertical stability - have a look here: B2 bomber pic

It's possible :)
possible, yes. but the B2 has the flight dynamics of a jet propelled block of apartments. in any situation other than "lol u cant see me!" it fails horribly.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

5th attempt, a bit better. Still not getting the metallic look i want, and overall i think it looks a bit off:

oh and i didnt do treads for this one yet

Image
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

It's getting better, but I'm not sure about the beige colour on the tracks.

The side of the tracks also need detailing.

I think a reflective map will work well to get the metallic look you're after.

If you're using photoshop, try this:

Flatten image
New layer
Render -> clouds
Render -> fibers (put both sliders in the middle)
Filter -> dry brush
Layer blending properties -> (select multiply from drop down)
Flatten image
Blacken Red and Blue channels.
Use brightness and contrast to get the reflectivity a bit more appropriate
Use burn and dodge to make certain parts more reflective (ie: the barrel) and other parts less reflective (ie: the tracks).
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Avoid black lines like that, they look ugly.
User avatar
yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Stealth bomber

Post by yuritch »

This is a WW2 era stealth bomber from me. It's mostly wooden so invisible to radars. It's equipped with exhaust silencers so cannot be heard from as close as 300m. It can turn off the engine and glide through the night over the enemy lines unnoticed, dropping small bombs at cigarette lights (smoking is bad for your health :twisted:).
Image
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Image
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

ok

Post by rcdraco »

It's either a mobile air-repair pad, or a transport, or a rapid missile gunship.
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Is that what I think it is?
User avatar
MightySheep
Posts: 243
Joined: 11 Nov 2007, 02:17

Post by MightySheep »

pressure lines model is great because it's so simple. can't work out what argh model is supposed to be :?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Is that what I think it is?
If what you're thinking is, "is that the last !@#!@ thing that Argh needs to get done before we can start beta-testing Overmind" then yeah ;)

It's basically one of the things you sent me, reworked a lot with mirroring in mind... I'm probably going to rework the engines one more time before I uvmap it, tho.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

Image
Image
Image

Ok, time to paint...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

6th Attempt, not finished, also using Mr.D's treads until i finish learning how to make my own:
Image
User avatar
Zpock
Posts: 1218
Joined: 16 Sep 2004, 23:20

Post by Zpock »

Sheekel wrote:6th Attempt, not finished, also using Mr.D's treads until i finish learning how to make my own:
Image
It's starting to look better. You just need to change the wheels and threads a bit so their not exactly the same but it's own Arm style. However this might be late but I think the stumpy should have a bigger body, extending to the front longer then the tracks. This looks more like a leveler...
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Argh wrote:
Is that what I think it is?
If what you're thinking is, "is that the last !@#!@ thing that Argh needs to get done before we can start beta-testing Overmind" then yeah ;)

It's basically one of the things you sent me, reworked a lot with mirroring in mind... I'm probably going to rework the engines one more time before I uvmap it, tho.
Really? I thought you'd started again from the ground up...
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

@Sheekel:

The only thing that I really see needs improvement is the skin- if I were you, I'd fill in everything with basic colors, to establish areas a bit better- what you have now is very, very noisy, and won't look very good as you zoom out, imo. While the model's dimensions or whatever are something people could argue about for ages, that's a side issue- the main thing now is getting the skin to look really good. To do that, you need to greeble a lot more carefully, and put more thought into color choices- just doing a fill with a texture on an entire area doesn't look very professional, and you want the colors to come together in a way that's harmonious with the function of the model in the game.

The treads are fine, for now- concentrate on the body and turret, and go back to basic colors, with some simple beveled greebles and some dirt and shading to establish the form better.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

So Argh gets a dropship? Where's our dropship!?!

;) :P
Locked

Return to “Art & Modelling”