Random WIP 2006-2011 - Page 157

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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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

Streamlined Tank WIP
842 Polys

Image
Image
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lurker
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Joined: 08 Jan 2007, 06:13

Re: Random WIP

Post by lurker »

No spoiler?
Sheekel
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Joined: 19 Apr 2005, 19:23

Re: Random WIP

Post by Sheekel »

huge barrel will remove tiny turret during combustion

remove obnoxious exhaust system

improve metal texture

show ingame shot

good to go!
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

Looks molten or made of clay.
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rattle
Damned Developer
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Re: Random WIP

Post by rattle »

Looks unfinished
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Hoi
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Re: Random WIP

Post by Hoi »

rattle wrote:Looks unfinished
That would make sense since he posted in the random wip thread :wink:
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Argh
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Re: Random WIP

Post by Argh »

Meh, it's not bad for an early effort at all. Needs to be preshaded more effectively, mainly.
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rattle
Damned Developer
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Re: Random WIP

Post by rattle »

Hoi wrote:
rattle wrote:Looks unfinished
That would make sense since he posted in the random wip thread :wink:
Actually that was directed at the critics

Speaking of criticism, fullbright shots! :P
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thesleepless
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Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

ok, exhaust removed, barrel shortened, turret enlarged

Image

ambient occlusion added to texture
suggestions on how to make the metal look better?
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

maek less reflective imo

Image

what im currently working on :/ (dont mind the fact that the uvmap is only ~1/3 done)

Image
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thesleepless
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Re: Random WIP

Post by thesleepless »

trying to get a metal look similar to Image


that's an interesting texture map pressure line... making a toy block war mod?
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

maek more reflective then! [spring can do this for you, green channel on texture 2!]

standard wings uvmap texture, its good because you can easily see distortions.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: Random WIP

Post by Warlord Zsinj »

Reflectivity is fine, that's not what is breaking the texture.

I think you need to add more specific imperfections, rather then generic metal noise (which is good). Things like, scratches, weathering around joints, and so on.

Also, if you're using photoshop, apply a pillow emboss to your rivets, with a size of '0', they'll look a lot better.

Otherwise, I think that having large areas of homogenous metal is really breaking the believability of this. I think you need to draw in more panelling, as well as more greebling - especially if you're going for the steampunk sort of feel with those exhausts.

Finally, the camo strikes of lazy texturing - something you can stick down and don't have to think about too much. The reality is that it looks out of place. Less then 10% of the surface area of that model is camo'd - it'd stick out like a sore thumb in a forest - so what's the camo doing there? I think you need to give a bit more thought and detail to those areas.

Also, don't forget to add a bit of colour to your metal - metal is very rarely pure grey. Not a single colour, but some variations of browns, blues and reds (very lightly). A method I use is to go grab a metal texture from cgtextures and place it underneath my painted model, then set my painted texture layer to 'luminosity' so that it takes on the colour values of the surface underneath.

-Vent joints with the chassis need to be detailed and have some shadowing painted. Vents should be dirtier.
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thesleepless
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Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

Warlord Zsinj wrote:Reflectivity is fine, that's not what is breaking the texture.

I think you need to add more specific imperfections, rather then generic metal noise (which is good). Things like, scratches, weathering around joints, and so on.

Also, if you're using photoshop, apply a pillow emboss to your rivets, with a size of '0', they'll look a lot better.

Otherwise, I think that having large areas of homogenous metal is really breaking the believability of this. I think you need to draw in more panelling, as well as more greebling - especially if you're going for the steampunk sort of feel with those exhausts.

Finally, the camo strikes of lazy texturing - something you can stick down and don't have to think about too much. The reality is that it looks out of place. Less then 10% of the surface area of that model is camo'd - it'd stick out like a sore thumb in a forest - so what's the camo doing there? I think you need to give a bit more thought and detail to those areas.

Also, don't forget to add a bit of colour to your metal - metal is very rarely pure grey. Not a single colour, but some variations of browns, blues and reds (very lightly). A method I use is to go grab a metal texture from cgtextures and place it underneath my painted model, then set my painted texture layer to 'luminosity' so that it takes on the colour values of the surface underneath.

-Vent joints with the chassis need to be detailed and have some shadowing painted. Vents should be dirtier.

thanks! that's very useful info!

not sure what to do about the camo... i guess just pure colour paint. it doesn't need camo, i just wanted something for team colour
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thesleepless
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Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

Image

okay, thanks for those tips, i think it's come a long way!
still a bit to go
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Hoi
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Re: Random WIP

Post by Hoi »

needs more interesting, you've got a nice base layer atm, but need to work on details.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

Honestly? I say stick a fork in it, it's done. Spring is an RTS. It'll look good even at "zoomed in for glamour shot" ranges, the only range it would fail would be hyper-up-close-showing-off-my-model view.

It doesn't look like any other model I've seen, so that means you've got about 40 other things to do before you can see it in a real mod. Call it good and move on.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Random WIP

Post by KDR_11k »

I definitely think it needs more panels, that shape just doesn't look believable, like you modeled a tank and ran a smooth modifier over it. Metal being "molded" like that looks just plain wrong. Probably needs straighter edges too (or if not straight at least more regular curves).
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Pressure Line
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Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

thesleepless wrote:not sure what to do about the camo... i guess just pure colour paint. it doesn't need camo, i just wanted something for team colour
colour under teamcolour... NO!

use very dark grey. like 64 64 64. with some variation, and a 50-75% on the alpha. when i choose ├é┬ as my teamcolour, i want it to be ├é┬Â, not ├é┬Â
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

Pressure Line wrote:
thesleepless wrote:not sure what to do about the camo... i guess just pure colour paint. it doesn't need camo, i just wanted something for team colour
colour under teamcolour... NO!

use very dark grey. like 64 64 64. with some variation, and a 50-75% on the alpha. when i choose ├é┬ as my teamcolour, i want it to be ├é┬Â, not ├é┬Â
that teamcolour isn't on the main texture map, it's separate overlay so i can see how it'll look.
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