[WIP] - My TA re-modeling and re-design - Page 21

[WIP] - My TA re-modeling and re-design

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

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Warlord Zsinj
Imperial Winter Developer
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Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

Looks good. Perhaps too much reliance on a mid-tone grey, it feels like some darker tones would be useful in bringing the other elements forward.

Another criticism is that if you compare it to the texture done on your metal storage, I dare say that looks more like a heavy generator, and yours looks more like a metal storage. This isn't the fault of either texture, but rather through different people approaching the task without any clear design guidelines - the metal storage is very glowey, meanwhile your fusion generator has little to no glow, which I think is counterintuitive. I wouldn't go plastering glow all over your fusion, but they are just my thoughts about the two.

Also, anyone else see the robot face? ^_^
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

I'd be cool if you get a few boxes in the tubes with high glow and let them move in and out:)
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AF
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Re: [WIP] - My TA re-modeling and re-design

Post by AF »

See that bit on the bottom left where its got the grid texture? Replace that, perhaps put Hois boxes there, either way it looks out fo place and it drags the rest of the texture down with it.

Otherwise yay!
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MR.D
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Re: [WIP] - My TA re-modeling and re-design

Post by MR.D »

Looks solid enough for release though guys, its still quality work there Cremuss.

Of couse though :mrgreen: if it were me, I would try some alternatives to those # checkered patches also, and would add some gradient shading or false shadowing just for looks into the towers on the Fusion for eyecandy appeal and to break up the monotones on the large grey background.

Glow is one thing, but what we really need in the model format, is either 1 of 2 things.

1. Support for animated textures, so we can do pulsating lights via texture, or scrolling textures which don't require submodel objects that need extra scripting.

2. A clear explanation and examples and usage for doing animated textures ect like I explained in point 1. , and how to apply that to any models by using LUA like a few people keep saying is possible, but never point us towards the information.
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AF
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Re: [WIP] - My TA re-modeling and re-design

Post by AF »

You've obviously never played XTA, XTA has had glowing lights and pulsating things since XTA 9
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clericvash
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Re: [WIP] - My TA re-modeling and re-design

Post by clericvash »

I think it looks immense.
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smoth
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Re: [WIP] - My TA re-modeling and re-design

Post by smoth »

looks good, next model.
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MR.D
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Re: [WIP] - My TA re-modeling and re-design

Post by MR.D »

What I am talking about is is beyond blinking lua lights ect.

I mean animations such as whole face sections of the texture changing, as simple as tank tracks for instance, or moving mechanical parts via texture animation just like OTA supported.
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Neddie
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Re: [WIP] - My TA re-modeling and re-design

Post by Neddie »

MR.D wrote:What I am talking about is is beyond blinking lua lights ect.

I mean animations such as whole face sections of the texture changing, as simple as tank tracks for instance, or moving mechanical parts via texture animation just like OTA supported.
Well, we can do such animations...
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MR.D
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Re: [WIP] - My TA re-modeling and re-design

Post by MR.D »

neddiedrow wrote: Well, we can do such animations...
explain, thanks.
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Gota
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Re: [WIP] - My TA re-modeling and re-design

Post by Gota »

buildings need some groundplating or something.
Now all buildings look very detached from the ground they are on.
a ground plat for buildings would make them look more natural when built.
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smoth
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Re: [WIP] - My TA re-modeling and re-design

Post by smoth »

MR.D wrote:
neddiedrow wrote: Well, we can do such animations...
explain, thanks.
he means the show hide crap. but that isn't what you are asking for.
Saktoth
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Re: [WIP] - My TA re-modeling and re-design

Post by Saktoth »

Its a bit noisy: The detail is very small and high frequency. Though thats more somthing to consider for next time.

Putting glowey bits in the fusion would be hard afaict but perhaps jK can do lups magic on it.
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Image
http://fodb.darkstars.co.uk/files/sprin ... ngame4.jpg

some tweakings :roll:
i've tried some contrast and colors... but I still don't like it :|
The two fusion tower looks very good to me but those extra pieces and the extra plateform give me nightmares :twisted:
Anyway I'll move on a new model soon but I'm gonna try to tweak that again before :-)

@ Warlord : Yes, I can't manage a colored texture yet, all looks grey ^^. I'm still working on it :/

@ AF : I've tweaked that

@ MR.D, clericvash : thx :)

@ smoth : Humm, you want me to be a texture machine ? :mrgreen:

@ Gota : I'm wondering if I can make a plane with alpha texture so I can bake the ground shadow on it. It'll look 2x better ingame without any perf loss.

@ Saktoth : ok
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smoth
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Re: [WIP] - My TA re-modeling and re-design

Post by smoth »

I think it looks good and you should keep going. I do agree with saktoth's views and felt the texture was fine.
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

@ Gota : I'm wondering if I can make a plane with alpha texture so I can bake the ground shadow on it. It'll look 2x better ingame without any perf loss.
No. People with reflections off will see a big, flying polygon.
Gnomre
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Re: [WIP] - My TA re-modeling and re-design

Post by Gnomre »

Hoi wrote:No. People with reflections off will see a big, flying polygon.
No. You have no idea what the fuck he is talking about and should go sit in your corner.

Cremuss:
UseBuildingGroundDecal=1;
BuildingGroundDecalType=whatever.dds;
BuildingGroundDecalDecaySpeed=1;
BuildingGroundDecalSizeX=14;
BuildingGroundDecalSizeY=14;

There might be one or two others I don't remember which we don't use but I think those are all of them. Decayspeed is the rate at which they fade out after the unit dies. They go in the unittextures directory. Only buildings can have them.
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Crayfish
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Re: [WIP] - My TA re-modeling and re-design

Post by Crayfish »

I love that fusion Cremuss. You're really steaming ahead with these!
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Ok, I've done the fusion texture. You can DL the unit in my download thread.

smoth, Crayfish : thx

Gnome : Yeah ! Great, that was exactly what I was looking for. I'm impressed by the Sprind engine more and more :-)
2 things :
- the BuildingGroundDecalSizeX/Y is a int value. Something like 5.5 does not work so it's pretty hard to fit the grounddecal texture with the model ( like a shadow )
- Units likes wind generator are rotated randomly when built but the ground texture is not and so I can't bake the shadow on the ground texture.

Next unit, solar gen. First try : I really like how that one looks when it's closed :)
Image
http://fodb.darkstars.co.uk/files/sprin ... ngame2.jpg
http://fodb.darkstars.co.uk/files/sprin ... r/tex1.jpg
http://fodb.darkstars.co.uk/files/sprin ... r/tex2.jpg
Warlord Zsinj
Imperial Winter Developer
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Re: [WIP] - My TA re-modeling and re-design

Post by Warlord Zsinj »

I think the solar areas are too messy - they need to be more clear cut.

If you like I can show you the trick I use on the solar panels of our solargens / tiefighters in IW:

http://www.tauniverse.com/forum/attachm ... 1183701233
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