Random WIP 2006-2011 - Page 112

Random WIP 2006-2011

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

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rattle
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Re: Random WIP

Post by rattle »

Smoth: I thought you confused the unfold/reproject normal functions with the one I mentioned


GMN: There are some faces which could overlap each other (as in mirroring) and some faces should be rotated so you don't have to paint in an odd angle.

The layout is alright, but you could improve it by scaling small details up a bit and try to use up all that UV space.
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Guessmyname
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Re: Random WIP

Post by Guessmyname »

Oh I actually have mirrored numerous faces (you can make two identical parts of a UV overlap using the 'Move To' commands). The tops of the shoulders are intentionally not mirrored (different details on each one)
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rattle
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Re: Random WIP

Post by rattle »

Don't forget to flip one of them on X as well. I'd normalize them before when they're identical geometry, when they're not you can use scale to -100% on two vertices, i.e. top left one of both UVs to bring them together (averaged) since flatten does only work on closed UVs.
This is where repeat is really useful (d).
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Guessmyname
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Re: Random WIP

Post by Guessmyname »

Image

WIP Texture. White areas are obviously areas I've not done yet. Anyway, it's 1am here, and I need sleep...
Warlord Zsinj
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Re: Random WIP

Post by Warlord Zsinj »

Nice first try GMN.

Try to avoid putting panel lines over all the seams and joints - it is always tempting to do it, but it doesn't always add to the design. A good way to emphasize edges, if you feel they are important, is through scratching and highlights.

Also, it is often worth working with a base texture of the approximate colour and texture of the material of the unit (in this case, some sort of metal). I generally like to go on flickr and find something roughly how I like it, then edit it a bit in photoshop, and texture over that.
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Guessmyname
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Re: Random WIP

Post by Guessmyname »

In this case it was intentional: I'm going for a cartoony kind of look.
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rattle
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Re: Random WIP

Post by rattle »

By the way, group all of your objects together, then Tools -> Put on ground :P
Warlord Zsinj
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Re: Random WIP

Post by Warlord Zsinj »

You still need a good sensation of the material you're working with.

If you're going cartoony, then you need to avoid dull greys as well. Keep the colours bright, and keep the design distinct, with very clear areas of contrast. More colour is good too.

Also, for the cartoony look you should be using hard edged brushes, not soft ones, for very clear-cut detail.

A good cartoony texture can be just as hard, if not harder, then a realistic one, imo.
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Pressure Line
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Re: Random WIP

Post by Pressure Line »

*wiggle*

Image

mine is in the background, its a little hard to tell, i should post a better shot (but i cant be bothered) but the tanks are roughtly the same size & proportion (the tank in the foreground is the Evolva armflash)
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Pressure Line
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Re: Random WIP

Post by Pressure Line »

doublepost for everyone being in the bloom thread or sth

Image

from the other side, and the Evolva flash makes an appearance again. might go hexagonal with the barrel, not 100% sure.
[Krogoth86]
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Re: Random WIP

Post by [Krogoth86] »

Well apart from that I think it still looks somewhat boring you imo have a "mistake" for that track plating. In your concept the entire tracks are covered at one side (that one where the turret is although I still don't know if it's the front or the back actually) while it stops before the end on the other side. Your plating has a trapeze form and so only covers the top but none of the endings...

I'd think of putting armor on both ends though because imo it just looks better...
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Crayfish
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Re: Random WIP

Post by Crayfish »

It doesn't look very dangerous. What is it?
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Hoi
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Re: Random WIP

Post by Hoi »

Crayfish wrote:It doesn't look very dangerous. What is it?
its a weasel disguised as a diplomat
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rattle
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Re: Random WIP

Post by rattle »

Is that a barrel or a flashlight?
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Columbus
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Re: Random WIP

Post by Columbus »

Its....a weevil :P
BTW, how can I edit the alpha channel, using PS/Paint.net ?
Attachments
veevlisnap2.jpg
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veevlisnap.jpg
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smoth
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Re: Random WIP

Post by smoth »

that is really fucking good man.

Alpha is set on texture 2's alpha channel.
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KDR_11k
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Re: Random WIP

Post by KDR_11k »

In PS you just open the channel list and add one alpha channel, then paint on it. White = opaque, black = invisible. Anything in between is one of these depending on which it's closer to, Spring doesn't do full alpha.
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Crayfish
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Re: Random WIP

Post by Crayfish »

Wow, great weevil! Although... why a weevil? lol
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Crayfish
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Re: Random WIP

Post by Crayfish »

That flashlight vehicle might make a good base for a radar or shield unit if you kitted it out appropriately...
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Columbus
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Re: Random WIP

Post by Columbus »

Im going to make a ton of these bugs :P
AND it's for use in spring :wink:
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