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Re: Skinning Contest.
Posted: 11 Jan 2008, 06:08
by smoth
SpikedHelmet wrote:
Where I come from, spending time to do something right should be praised, not doing everything you can to cut corners (non-literally, in this case...) and do a half-assed job.
*nods* Above is someone who has better textures then mine.
speaking of... where is my next picture.. the bathroom wall needs more new blood on it so I can get rid of some excess protein.
Re: Skinning Contest.
Posted: 11 Jan 2008, 07:44
by Argh
@Wolf:
Not bad! Looks a bit pixelated, lacks enough preshading, and the reflection map doesn't pop out much, but that's all quibbling. I think the bevels might have been a wee bit stronger, but you would have had to do a lot of single-pixel color balancing, with that paintjob. Kind've in the total-waste-of-time category, imo.
The model was supposed to be unmapped and fugly, that part was intentional. Of course, at this point, you could have just as easily taken a final S3O from Rattle or I's entry, but that'd be cheating
@Spiked, and other non-contest-entrants:
Hey, say what you want- I found this a reasonably useful learning experience, myself. Making something that fugly come out reasonably well, with that tight of a spec, that fast, was worthwhile, and taught me a few things.
Plus it motivated me enough to solve this little problem:

Re: Skinning Contest.
Posted: 11 Jan 2008, 11:59
by AF
Which method did you use to solve the blade rotation problem? I'm sure if you wanted the best all out method you'd end up using lua and proper alpha channels on a quad, or you could use an OGL shader if you know how. Or you might have use dithering but that seems a nasty solution especially on a texture of that size. Just a few possibilities off the top of ym hed, probably nowhere near....
Re: Skinning Contest.
Posted: 11 Jan 2008, 16:21
by SpikedHelmet
Hey, say what you want- I found this a reasonably useful learning experience, myself. Making something that fugly come out reasonably well, with that tight of a spec, that fast, was worthwhile, and taught me a few things.
I'm sure it was. And if you had had a better attitude doing this, I would've even taken part.
Re: Skinning Contest.
Posted: 12 Jan 2008, 21:35
by Warlord Zsinj
[pops in briefly from hiatus in South Africa]
[shoots Wolf-in-Exile a "spend 3.5 hours on that ESPO walker!" look]
[disappears back to holiday]
Re: Skinning Contest.
Posted: 12 Jan 2008, 21:40
by Guessmyname
*initiates lockdown in South Africa*
*hopes Zsinj enjoys his newly extended holiday*
Re: Skinning Contest.
Posted: 30 Jan 2008, 19:30
by 1v0ry_k1ng
hey blurred rotors- is that the texture or an explosion effect
Re: Skinning Contest.
Posted: 30 Jan 2008, 21:23
by rattle
The latter. RGBA textures => CEG or Lua
Re: Skinning Contest.
Posted: 30 Jan 2008, 22:44
by clericvash
Wolf-In-Exile wrote:Here's what I got after 3.5 hours. I spent 30 mins on fixing and cleaning up the model, which was definitely not ready for texturing. I found problems like all the faces became unwelded in 3DS Max, and stuff like extra edges which unnecessarily complicates texturing.
I call it the LOLCOPTER.
Last thing you'll ever see:

hahahah omg thats funny as hell!!
the model does seriously suck, get a better helicopter model

:P
Re: Skinning Contest.
Posted: 22 Feb 2008, 12:41
by Gota
Hmm why not make a skinning contest for a model that can go into an ota based mod and while showing of ur modeling skillz also help MR.D and others to remodle and retexture ota models.
Re: Skinning Contest.
Posted: 28 Feb 2008, 13:40
by Forboding Angel
basically cause most of us have better things to do than spend 6 hours texturing something that we aren't even going to use.
Re: Skinning Contest.
Posted: 28 Feb 2008, 13:58
by Argh
Six hours? Meh, it didn't take anywhere near that long, for anybody involved... hell, I rarely take more than that, for anything serious...
I pretty much set this up to use a model nobody would want to use, so that it wasn't about doing something for anybody in particular's game, nor would it be full of arguments about whether or not the model was "right" for whatever, etc, which is a complete waste of time for whoever's doing the modeling.
Gota, if you want to do a contest, feel free to make a model that everybody agrees should be used... I won't be holding my breath, waiting for you to get that part done and get everybody's agreement, hehe.
Re: Skinning Contest.
Posted: 28 Feb 2008, 16:15
by rattle
Yeah Argh, because of your lazy bevel/fill effects all you have to do is to setup a bunch of layers with masks. I used to work like that, not anymore tho.
TA model contest... uh more like model soup.
Even if it takes longer, a consistent style done by one person is much better. Besides, the number of people who can do clean and decent models is rather low and most of them are busy in at least one or two projects.
Re: Skinning Contest.
Posted: 28 Feb 2008, 19:07
by smoth
Argh wrote:Gota, if you want to do a contest, feel free to make a model that everybody agrees should be used... I won't be holding my breath, waiting for you to get that part done and get everybody's agreement, hehe.
One of the few times I will back up argh on what he says. So this must be fact.
Re: Skinning Contest.
Posted: 04 Mar 2008, 21:30
by Neuralize
We should use those RA2 models that Snipawolf posted.

Re: Skinning Contest.
Posted: 05 Mar 2008, 00:27
by rattle
After they get some decent smoothing groups.
Re: Skinning Contest.
Posted: 05 Mar 2008, 07:08
by Forboding Angel
Well for my own models generally I only end up spending about 15 minutes on the textures. What I meant was if I was attempting to do a true remake, then I would be spending much more time on getting everything just right and details etc etc etc etc.
I suppose that I should ubar texture one of my tanks so that swiftspear will shut up

(SS, I'm just poking fun dude. Totally kidding

)