Random WIP 2006-2011
Moderators: MR.D, Moderators
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Random WIP
Tablo; it seems like you are simply pasting pictures of the guns on the side. While I've been guilty of similar things before, you do need to work them up a little more, I suspect, particularly with some basic preshading, highlights and painting in important details, such as the ribbed elements on the handguns, or maybe a bit of texture on the grip. There are some areas where you need to edit the photo a bit more to make it suit the geometry, and running a sharpen filter on most of them would go a long way too, I suspect.
Re: Random WIP
Da Spike Wheel. A highly mobile artillery unit that totes a gatling gun as light defense. 2188 polygons. I'm going to make a script that obeys terrain, if I keep it.






Re: Random WIP
Looks like it should transform into a robot.
Re: Random WIP
turning problems...... other then that it looks sweet..
Re: Random WIP
Man I just spent way too much time on something you hardly ever see... still looks like crap from a certain angle but what ever.


- TabloMaxos
- Posts: 17
- Joined: 18 Apr 2008, 20:07
Re: Random WIP
I am reworking most textures to increase the quality. These are not finals and many are simple placehorlder. I mostly model and not texture but I am alone in this so I am going to need comments like this to improve.Warlord Zsinj wrote:Tablo; it seems like you are simply pasting pictures of the guns on the side. While I've been guilty of similar things before, you do need to work them up a little more, I suspect, particularly with some basic preshading, highlights and painting in important details, such as the ribbed elements on the handguns, or maybe a bit of texture on the grip. There are some areas where you need to edit the photo a bit more to make it suit the geometry, and running a sharpen filter on most of them would go a long way too, I suspect.
Thanks
edit:
New bird in the sky: The F15

Re: Random WIP
Nice, reminds me of my tornado except that it was ~1k.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Random WIP
it is technically possible to have the gun use a separate uv map, since you can use lua to draw stuff like that (you just need to have points for the various objects needed to make a weapon work)rattle wrote:Remember that there is only one texture map for your model, thus it'd make sense to reserve a fixed location on all of your future infantry textures for weapon(s), i.e. a 64x128 area solely for a gun and perhaps another section for other reusable equipment.
although you could do it that way too *shrugs*
Last edited by Pressure Line on 21 Apr 2008, 20:59, edited 1 time in total.
Re: Random WIP
In theory, yes. But was there ever a unit made to demonstrate this concept? Would be very interesting to S'44 crew at least (that's practically a must in order to make good-looking large WW2 era ships, among other things), and more than likely to other mod teams, too.Pressure Line wrote:it is technically possible to have the gun use a separate uv map, since you can use lua to draw stuff like that (you just need to have points for the various objects needed to make a weapon work)
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: Random WIP
Yes. I did it just after xmas :D Well i started anyway...yuritch wrote:In theory, yes. But was there ever a unit made to demonstrate this concept? Would be very interesting to S'44 crew at least (that's practically a must in order to make good-looking large WW2 era ships, among other things), and more than likely to other mod teams, too.
More information here.
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: Random WIP
These might look familiar to some.
PS before anyone starts complaining, the muzzle decal is only for fun.
WiP render
Now to put in the team colour and other channels in zzz.

PS before anyone starts complaining, the muzzle decal is only for fun.
WiP render
Now to put in the team colour and other channels in zzz.
Last edited by Wolf-In-Exile on 25 Apr 2008, 00:12, edited 3 times in total.
Re: Random WIP
Two thumbs up, for detail and finish. Very nice work, and I like the colors.
I'm a bit concerned about it turning into a blur from overhead, because the panel lines are so muted and there aren't areas of stronger contrast to break it up, but meh, that's a quibble that's hard to justify, without seeing how it looks when small and top-down, with some teamcolor to make it pop a bit. Fantastic skin.
I'm a bit concerned about it turning into a blur from overhead, because the panel lines are so muted and there aren't areas of stronger contrast to break it up, but meh, that's a quibble that's hard to justify, without seeing how it looks when small and top-down, with some teamcolor to make it pop a bit. Fantastic skin.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Random WIP
I may have just wet myself 
I sure hope they pull those poses in-game...
How's the crab droid coming along?

I sure hope they pull those poses in-game...
How's the crab droid coming along?

Re: Random WIP
Did you redo the UVs too?
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Re: Random WIP
They are monochromatic, but they also appear to not have teamcolour applied. Liberal application of team colour in some sort of aggressive pattern would break the monochrome texture up.
- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
Re: Random WIP
wow, awesome wolf! and i like the monochrome look, but thats just me. some mods dont need cartoonish looking team colors, thats what team color plates are for
Re: Random WIP
Well... it's... it's... uvmapped
Seriously speaking... that's a good start, a lot of people get frustrated by uvmapping and quit before they've gotten enough practice to actually do anything.
To get a little farther, you need to start using something that can dump a texture into areas, to do really basic work with.

Seriously speaking... that's a good start, a lot of people get frustrated by uvmapping and quit before they've gotten enough practice to actually do anything.
To get a little farther, you need to start using something that can dump a texture into areas, to do really basic work with.