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Re: CORE T2 vehicle plant WIP

Posted: 26 Dec 2009, 07:52
by MidKnight
Sharp, clean and beautiful! Good job, man!

Re: CORE T2 vehicle plant WIP

Posted: 26 Dec 2009, 12:47
by FireStorm_
Beautiful; Among the best spring models i've seen.

I wonder what your UVmap-texture looks like.
(is it super neat, or very hi-rez, or both?)

Also i'm looking forward to the groundtexture. Will there be an accompanying one for this model?

Re: CORE T2 vehicle plant WIP

Posted: 28 Dec 2009, 19:07
by MR.D
OK guys, everything is done with the factory.

Like I said though, its been a while since I've put a spring model together so if something isn't working plz let me know so I can get it fixed up.

Enjoy

Re: CORE T2 vehicle plant WIP

Posted: 28 Dec 2009, 21:21
by Gota
Very nice.
Thank you for your effort.
Do you think that as your next model you might make a Commander?

Re: CORE T2 vehicle plant WIP

Posted: 28 Dec 2009, 22:28
by MR.D
I already made the CORE commander, its a bit older sure, but IMO still looks just fine at least in CA its a good match.

Re: CORE T2 vehicle plant WIP

Posted: 28 Dec 2009, 22:33
by Regret
Very sexy. :regret:

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 08:50
by MR.D
So how does it look ingame?

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 09:55
by Saktoth
Image


Image
Image

Why doesnt it look as good? :(

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 10:15
by Saktoth
Double post!

Here i adjusted the levels to make it darker in the mid tones, then i adjusted the hue of the tex2, to give the reflection map some glow. Is this better?

Image
Image

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 11:31
by jK
too strong contrast imo

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 12:29
by Saktoth
jK wrote:too strong contrast imo
Just trying to more closely match his render.

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 12:57
by Pressure Line
is that comet catcher? yay using maps with sub-par lighting settings to test your textures ;_;

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 14:41
by Gota
Script?

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 17:16
by smoth
old version was better don't mess up mr d's texture >:|

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 17:40
by Sheekel
Saktoth wrote:Just trying to more closely match his render.
good luck! units in spring will never look as good as they do with a quality render (MrD uses 3dsmax, which has atmospherics, area lights, advanced lighting, mapping, shadows, antialiasing, filter maps, motion blur, proper transparencies, raytracing, reflect/refract, fog effects...)

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 19:12
by Sausage
it still looks really nice ingame, very nice modelling/texturing :-) well done

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 20:50
by MidKnight
I also prefer the less contrast-y version, although your touch-up was pretty good, too. :-)

Re: CORE T2 vehicle plant WIP

Posted: 06 Jan 2010, 23:14
by AF
nonsense, lack of contrast is the problem, this si why a lot of models when we zoom out are a lot blander and harder to recognize than they're supposed to be

Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 05:56
by MR.D
Maybe the Self lighting and Envmapping(reflect) are on the wrong channels, thats all I can think of.

It looks way too washed out ingame, but might also be the map lighting too.

Maps like Deltasiege use way too much light and all units get washed out looking and superbright.

The bottom ingame pic looks much closer to what the texture really is though, still confusing why it gets washed out ingame.

Maybe sombody wants to try experimenting with using .png for the texture as well, I can't figure out how to do layering in .png with my art programs, but sombody said they got it working.

Since .png or .tga don't use mipmapping, the texture would retain its crispness through all zoom ranges.

Time and time again, mipmapping in spring really blurs the crap out of the best looking textures.

Re: CORE T2 vehicle plant WIP

Posted: 07 Jan 2010, 06:54
by Gota
Can someone make a cob script for this please?