S:44 Dump - Page 13

S:44 Dump

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

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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

It's modelled from some decent blueprints, so the proportions should be decent. Also, as I stated elsewhere, I modelled the late cupula which is flatter than the big 'dustbin' style found on earlier models. Loaders hatch looks fine to me.

How about you model a churchill and let me critique. :wink:
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

its pro and it also means tiger is finally coming to s44 :D
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Neddie
Community Lead
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Post by Neddie »

Well, not necessarily. We may not see it ingame for a long time.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

I said post more pics from diff angles bitch!
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Felix the Cat
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Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

I think it's too short as well.

edit. For a specific angle, how about a side shot?

Also, I know the Feifel air cleaners weren't standard on European models - only those destined for North Africa - but they may add some interest to the rear hull rather than having it be just bland and flat.

Image
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

Image

Added reflectiveness to most vehiles (all except a few US)

I think it makes them look more authentically tank-like...
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Try putting down the reflectiveness in a ragged pattern, you get a really nice motelled reflection effect, which really makes the tank feel dirtier and used.

The highlights on those tanks look a little bit odd, I think, as tanks tend to look more matt when they are reflecting. Mottled reflections help to break up that clear glossiness, but keep the nice glints which roll over the vehicle itself.

Consider the effect of sun on worn metal:
http://blog.scifi.com/tech/pics/tank.jpg

Here's my attempt at showing a more mottled metal reflection:
http://img180.imageshack.us/img180/7569 ... 019ab5.jpg
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Joined: 21 Sep 2004, 08:25

Post by SpikedHelmet »

What does your reflection map look like?
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Image

Note that the light on arctic plains (map in screenshot) is also very strong.
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Fanger
Expand & Exterminate Developer
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Joined: 22 Nov 2005, 22:58

Post by Fanger »

Yeah id definately do what warlord is suggesting.. also tone it a down a wee bit from what you got there.. that looks a bit too plastic wrap..
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

I tried it, but due to the overall dark nature of our textures, and the already-mottled look (particularly of camoflaged vehicles), there really isn't all that much difference.
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Snipawolf
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Post by Snipawolf »

Zsinj, an easy way to make that with an already made reflectivity texture is to duplicate the texture, color the background texture black, apply a layer mask of trans (full or none, doesn't matter), and then use filter-render->clouds. Then just flatten it.

It's a good idea to select the whole image, using rect select or w/e, then unselect the parts that are supposed to be absolute, like something with max red meant to be lit up.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

The way I do it is to use render->clouds render->fibres (play with settings) -> rotate 90 degrees -> filter drybrush/tornpaper/whatever I feel like -> layer blending options (usually multiply, soft or hard light).

I'll then go in with burn and dodge and highlight/take out the bits that I think need to be.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

Top: Rubber Dingy, can transport ~10 infantry.
Bottom: Vehicle Pontoon Raft, can transport medium vehicles

Image
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

Skinned

Image
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smoth
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Post by smoth »

there is a lot of waste doing the individual boards like that but meh, odds are they will not be common and odds are will not get used too frequently. they look good but I just do not see the point of doing individual planks.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

Because its actually less time-consuming than having to texture it. Besides, all of those planks and 2x4s add up to only about 250 tris, and considering it'll be transporting tanks with 1200 tris... meh.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

The correct answer is 'conserving texture space' :P
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1v0ry_k1ng
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Post by 1v0ry_k1ng »

you should put an infantryman on the back of both of them to represent some kind of driver, otherwise empty rafts driving about will look rather silly. ideally make rafts unable to move without infantry loaded
SpikedHelmet
MC: Legacy & Spring 1944 Developer
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Post by SpikedHelmet »

FINALLY got around to doing this...

Image
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