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Re: Random WIP
Posted: 05 Apr 2009, 22:30
by manolo_
modell fishs or deers^^
Re: Random WIP
Posted: 05 Apr 2009, 23:09
by daan 79
Yes i was trying to improve the model from the first one. But i think i ended up with 6 models. Well i thought might aswell make a bot and vehecle version.
Re: Random WIP
Posted: 05 Apr 2009, 23:27
by Andromeda
That tripod is very good
Although, visually I think it would be better if the rocket pods were pulled in a little.
Re: Random WIP
Posted: 06 Apr 2009, 02:32
by Warlord Zsinj
Looks like the tripod is taking a leak
Beherith: Not bad, I don't know what the standard polycount on trees usually is (300 seems quite high). What happens when you get down to ground level? I found with some of the trees, they look ok from above, but look terrible from lower angles because they are all facing perpendicular to the camera, so that when you get lower it's like looking down through the top of pages of a book.
Re: Random WIP
Posted: 06 Apr 2009, 03:01
by FLOZi
Trees look pretty great to me, at least as good as Spiked's custom ones.
Re: Random WIP
Posted: 06 Apr 2009, 04:14
by Snipawolf
beherith wrote:How can i make it so that both sides of a poly have the same texture? And how can I delete a face in wings3d? if i hit hide, upspring still shows it

Use material->Hole, that pretty much makes the face nonexistant.
Re: Random WIP
Posted: 07 Apr 2009, 00:52
by KaiserJ
its a solar! max render. 256x256 texturemap for this one, i'm taking suggestions to heart and trying to be more efficient as far as uv layouts and mirroring goes. making things with triangular symmetry lends itself to efficient mirroring for sure.
the color scheme is not the one im going with but i'd like to hear what people think of the idea of gold/black!
Re: Random WIP
Posted: 07 Apr 2009, 00:59
by smoth
very very interesting
Re: Random WIP
Posted: 07 Apr 2009, 07:44
by MidKnight
About gold and black:
most people expect solar panels to be blue/green. Other than that, it looks classy! Though why a solar generator would look classy is a mystery to me.

Re: Random WIP
Posted: 07 Apr 2009, 08:05
by Hoi
KaiserJ wrote:
Yo dawg! I know you like bling bling, so I put some bling bling on your bling bling extractor to give it more bling! And we added 3 22" plasma screens, and a ping pong table to yo bling bling mex!
Re: Random WIP
Posted: 07 Apr 2009, 09:09
by Neddie
I actually think of lapis lazuli and golden trinkets. Ah, Egypt, in years of glory...
Re: Random WIP
Posted: 07 Apr 2009, 12:53
by Beherith
I thought it was a metal maker at first, not a solar.
Re: Random WIP
Posted: 07 Apr 2009, 17:50
by CarRepairer
I thought it was a rugged outdoor CD or MP3 player with waterproof seal and rubber lining for waterskiing, mountain climbing other extreme activities.
I like it!
Re: Random WIP
Posted: 07 Apr 2009, 18:57
by MR.D
Definitely not at first glance something I would recognize as a Solar plant.
Looked like a futuristic SIMON game to me..
Re: Random WIP
Posted: 07 Apr 2009, 19:54
by KaiserJ
ok that post was too huge w/ pics.
lol you are all correct.
although, i wonder what it would look like with spinner rims...
Re: Random WIP
Posted: 09 Apr 2009, 04:25
by Snipawolf
Hmm, I think I could've done better. I wanted all of the texture to be as unique as possible, so most sides are their own side, though a few things have been stacked/mirrored.

Re: Random WIP
Posted: 09 Apr 2009, 10:27
by SPRKH
Nice mapping, packing could be better, but is very tight. Problems might arise with mipmapping though.
Re: Random WIP
Posted: 11 Apr 2009, 05:40
by MR.D
Personally, I would be more worried about bleeding over uv's with as close together as they are.
I usually try to have at least 4-6 pixels between uv lines, just so it doesn't bleed over, and I can use feathered selection lines for overfill to keep edges from peeking through with background or any contrasting nearby texture space.
Re: Random WIP
Posted: 11 Apr 2009, 16:47
by SinbadEV
neddiedrow wrote:I actually think of lapis lazuli and golden trinkets. Ah, Egypt, in years of glory...
Ooooh, stargate mod... Also looks kinda Protoss to me...

Re: Random WIP
Posted: 11 Apr 2009, 20:27
by Snipawolf
MR.D wrote:Personally, I would be more worried about bleeding over uv's with as close together as they are.
I usually try to have at least 4-6 pixels between uv lines, just so it doesn't bleed over, and I can use feathered selection lines for overfill to keep edges from peeking through with background or any contrasting nearby texture space.
I don't really see it being a large problem. Ideally, you'll see the weapon from a first person view or laying on the ground somewhere. In one case, it's close enough to not worry about mips and bleeding, in the other it should be far enough away to not really matter.
May need to move the texture up to 1024x1024, though. I'll give 512 a shot first, though.
Edit: No, I won't. Impossible to get enough detail for a modern FPS in a 512 for a weapon.