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Re: Random WIP
Posted: 31 Aug 2009, 06:24
by Pressure Line
MidKnight wrote:smoth wrote:I think it looks good. Keep going.
That, and also, move the wheels back possibly?
wheels look about right to me...
Re: Random WIP
Posted: 31 Aug 2009, 09:39
by manolo_
got n question: how could i load existing spring modells into wings 3d, i opened a modarchiv and tried to open a modell with wings 3d, but got an error
Re: Random WIP
Posted: 31 Aug 2009, 09:48
by smoth
s3o is not a format wings3d can read.
Re: Random WIP
Posted: 31 Aug 2009, 23:25
by scifi
ok so heres some wips im making
heres some videos ive made from the latest final frontier mod for spring
ive started working on svn build 50
changed a few things but the spirit of the makers remain on the most of the mod.......
so credit goes to
optimus prime
AZ
and other dev names........
some stuff ive made is shown on the vid mostly t1 stuff the rest is gameplay changes
http://www.youtube.com/watch?v=1KkNNuEXbmk
http://www.youtube.com/watch?v=MFfS0RSH ... re=channel
http://www.youtube.com/watch?v=rN2tT22E ... re=channel
Re: Random WIP
Posted: 31 Aug 2009, 23:47
by MidKnight
Pressure Line wrote:MidKnight wrote:smoth wrote:I think it looks good. Keep going.
That, and also, move the wheels back possibly?
wheels look about right to me...
they just look like they're obscuring the barrels on bob's pic, maybe I'm just seeing it wrong.
Re: Random WIP
Posted: 31 Aug 2009, 23:56
by smoth
This all looks fabulous!
scifi
Re: Random WIP
Posted: 01 Sep 2009, 00:05
by MidKnight
That's one nice, err, Solar Defense Consortium World Devastator.

Re: Random WIP
Posted: 01 Sep 2009, 00:22
by scifi
tx well if anyone can point or coment for example add this do that id apreciate it
btw about the music tell me if it fits.....
two music records present on two vids fit imo
Re: Random WIP
Posted: 01 Sep 2009, 00:35
by smoth
point?
also show us some screenshots I see some new ships!!
Re: Random WIP
Posted: 02 Sep 2009, 07:39
by Pressure Line
MidKnight wrote:they just look like they're obscuring the barrels on bob's pic, maybe I'm just seeing it wrong.
you fail at eyes.
Re: Random WIP
Posted: 02 Sep 2009, 10:24
by Guessmyname
What I've been up to lately:

Re: Random WIP
Posted: 02 Sep 2009, 15:21
by ChaosMonkey
are you making a game or something? i love the suitcase texture it looks real!
is your name... Jason?
Re: Random WIP
Posted: 02 Sep 2009, 19:41
by Guessmyname
Yes (sorta) and no respectively
Re: Random WIP
Posted: 02 Sep 2009, 20:27
by Argh
Looks great! Can't wait to see 'em when you have reflectioncubes on the materials!
Re: Random WIP
Posted: 06 Sep 2009, 01:24
by hamsate
Simple police car.
UV Map, 256 x 256:
Comments? On ModelBase now.

Re: Random WIP
Posted: 06 Sep 2009, 03:21
by MidKnight
Try doing some preshading.

Re: Random WIP
Posted: 06 Sep 2009, 03:44
by Guessmyname
An AO map bake! Get meshmapper, load the mesh into both 'High' and 'Low' options, generate the maps and save the Ambient Occlusion to a separate file.
Finally, load this file into Photoshop / GIMP / Whatever and overlay it above the main texture, setting blend mode to Multiply. Tada, instant shading!
Are the lights on top of the car meant to be on? If so, add highlights and generally give it the impression of 'light from within' (I'd suggest using the Dodge tool for that)
Re: Random WIP
Posted: 06 Sep 2009, 10:01
by hamsate
Need some opinions.. texture looks over detailed to me, but how is it to you guys?

Re: Random WIP
Posted: 06 Sep 2009, 10:45
by Hoi
You need some preshading, and you need some bevels. On a real tank they wouldn't just paint a lighter color on like that, some part of the tank are not as high/low as the hull.
Re: Random WIP
Posted: 06 Sep 2009, 11:37
by Argh
I'm in agreement with Hoi on that. I see you're using a 256, which makes it a bit tricky with those bevels, but possible. I'd honestly recommend breaking it down into shades of green, based on light- the top surfaces should be brighter, and I'd lose the blobs (although I like the hatches, rear grille, and side details, I'd keep them, personally).
Basically, the bits look blobby and noisy, though, because they aren't lit or shaded to suggest depth.