Core Slasher Missle Truck +1 - Page 3

Core Slasher Missle Truck +1

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

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clumsy_culhane
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Post by clumsy_culhane »

looks great mr.d . keep up the good work.
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MR.D
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Post by MR.D »

Does something a little more subtle seem to work better guys?
Last edited by MR.D on 18 Nov 2007, 16:12, edited 1 time in total.
Warlord Zsinj
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Post by Warlord Zsinj »

Random techno-noise (Greebling) lke what you did on your Y-wing could work well, rather then just panel noise.

You could imagine it as some sort of refuelling point; ie, when the get all the slashers back, they plug in a big pipe and recharge their batteries or something...
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KDR_11k
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Post by KDR_11k »

Needs more color. So much grey looks bad, make sure to add subtle hues to your metal.
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MR.D
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Post by MR.D »

I do that as very last step.

Thats why its very nice to use the UVW_map as the background layer, then you can select those specific areas of the texture much quicker, especially when you're doing large areas like I do.

Reflect maps also add in alot of color once its in game though too.
DemO
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Post by DemO »

And no doubt the missiles firing off repeatedly will add a lot of colour, provided you make use of these "new" type of effects Argh, Snipawolf etc have started knocking up.

I do think the sides and top could use a little bit of colour as well though. I assume those red areas you put on your models are where the team colour would go, in which case, the front of the slasher isn't exactly the best place to have the only team coloured area :)

Looks great so far though. Keep up the good work
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Fanger
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Post by Fanger »

its primarily the paneling on the track guards, they look like a brick wall.. you need to resize that texture area so that there are fewer panels and probably redesign the layout so it looks less brickwallish.. other than that the rest looks pretty good..
DemO
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Post by DemO »

Fanger wrote:its primarily the paneling on the track guards, they look like a brick wall.. you need to resize that texture area so that there are fewer panels and probably redesign the layout so it looks less brickwallish.. other than that the rest looks pretty good..
Perhaps use a different shape like Triangles with the edges cut short to give some variation from the rest of the square/rectangular textured areas.
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Pressure Line
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Post by Pressure Line »

DemO wrote:I assume those red areas you put on your models are where the team colour would go, in which case, the front of the slasher isn't exactly the best place to have the only team coloured area :)
Image

because some people cant figure it out for themselves. (sorry for butchering the pic MrD)
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MR.D
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Post by MR.D »

Almost done, just the Rocket tube, some touch ups and final tinting on some areas left.

The teamcolor areas are pretty close to what I had in mind.

Feel free to butcher this one too :P

Image
Warlord Zsinj
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Post by Warlord Zsinj »

Looking good!

I'd personally like to see some more mechanics and wires, particularly around the mechanism holding up the rockets. I think your texture has been executed to a very high degree, but perhaps isn't telling the 'story' of how this machine works as well as it perhaps could.
Things like, loading shafts, wires, rotators, dirt, soot on the launchers from where the rockets have fired and seared the metal around it, things like that.

Also, the only reason we can be so specifically critical is because you've actually executed the texture so well that we can immediately see what you're trying to do, and either disagree or agree with the decisions you've made. In other words, they're mostly subjective opinion based criticisms, so don't take them the wrong way :)
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rattle
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Post by rattle »

Hm the truck's front shape kinda looks like a cobra's head.
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MR.D
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Post by MR.D »

Image

This is what comes to mind for me :?:

Anyway, I'm pretty sure its done.

I still have a ton of work left to finish up the LVL-1 vehicles, so I'm going to keep moving ahead.

I'll release the .dds and final .s3o model sometime later today.

Image
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AF
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Post by AF »

I would rather the green camo was team coloured.

But its looking good nonetheless
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rattle
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Post by rattle »

I would rather the green camo was team coloured.
Doesn't make a difference at a distance. You need some strong and clear team color to make out the team and washed out camo isn't any help there.

The inner parts of the lower turret were looking better without paneling IMO. Overall it looks good none the less.
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Wolf-In-Exile
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Post by Wolf-In-Exile »

MR.D wrote:Yeah, I really don't know what to do with it..

I thought using thicker lines would help it stand out better at a distance, but now it just looks crappy now that you mention it..

I can't just leave it flat though, it just looks like washed mud without something there to break it up.
Use real-world army vehicles as a reference.

Get lots of big, high-resolution pictures of them to get a sense of the details, their location, size etc.
Warlord Zsinj
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Post by Warlord Zsinj »

What size is your texture map, btw?
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MR.D
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Post by MR.D »

Here you go guys, finished .s3o model and textures, all ready to be scripted and compiled.

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http://www.mrd.str8-6.com/files/cor_slasher.zip

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Saktoth
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Post by Saktoth »

Well, i just hope it has better distance recognition than the other models. Even with the new texture their distance recognition, unit differentiation (esp raider/gator, and their respective ccorpses) and teamcolour differentiation is poor.
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MR.D
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Post by MR.D »

Oh don't worry, this thing has more than enough Teamcolor areas that you won't be able to miss it.

If you got upspring, just download my model and check it for yourself.


I'm curious on the 2nd texture though.

Red = Glow/self illumination map
Green = Reflection/cube map
Blue = ?!? is this reserved, or does it actually do something?
Alpha = transparency

What is the blue channel for?
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