Core Slasher Missle Truck +1
Moderators: MR.D, Moderators
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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
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
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.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..
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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 :)
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 :)
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.I would rather the green camo was team coloured.
The inner parts of the lower turret were looking better without paneling IMO. Overall it looks good none the less.
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Use real-world army vehicles as a reference.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.
Get lots of big, high-resolution pictures of them to get a sense of the details, their location, size etc.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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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http://www.mrd.str8-6.com/files/cor_slasher.zip
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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?
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?