Page 22 of 34

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

Posted: 23 Oct 2008, 03:08
by Noruas
I think it would look better with solar tile system if you got rid of the traditional straight line triangle flower and had stairs or zippers on the side. The V designs and boxes do not work together well, in my little worthy opinion



________________


_I_
_I I_
I I

instead of


/\
/ \
/ \

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

Posted: 23 Oct 2008, 03:27
by Peet
Hexagons might look nice.

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

Posted: 23 Oct 2008, 06:19
by REVENGE
I'd like to see a clean bluish-black reflective glass texture.

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

Posted: 23 Oct 2008, 19:27
by Wolf-In-Exile
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.
Yes you can, just make absolutely sure your alpha blends smoothly at the edges and you have assigned enough tex space for it because low-res alphas tend to leave unsightly jagged edges.

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

Posted: 23 Oct 2008, 22:29
by Cremuss
Thx. I tried to take care of your opinions.

Second try :
Image
http://fodb.darkstars.co.uk/files/sprin ... ngame4.jpg
Maybe too much noise and scratch on the solar panels ?

@ Warlord Zsinj : Yep, show me that tip ;)

@ Wolf-In-Exile : ok thx

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

Posted: 24 Oct 2008, 03:45
by Elkvis
Sexy work.

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

Posted: 24 Oct 2008, 09:09
by panzeriv2
Cool! Only it looks abit too complicated.....

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

Posted: 24 Oct 2008, 12:17
by Crayfish
That's much better!

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

Posted: 24 Oct 2008, 13:03
by clericvash
That looks fracking awesome, it's so pretty!

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

Posted: 24 Oct 2008, 16:47
by MR.D
Specular map needs a little bit of work (green channel on texture-2), rest looks really good.

With the specular map, to help make the individual panels stand out better and give some more eye candy, make the borders between the diamonds on the panel less shiny, and use gradients or just really shiny areas just on the diamond spots.

Little details like that add alot to the overall look of a unit, and most times are worth indulging.

I still like my Solar redo, but the model and textures are kinda dated and semi-crappy on mine.

Cremuss you definitely made one worthy of replacing it, especially how it is true to ARM's original.

Image
Image

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

Posted: 24 Oct 2008, 17:54
by Masure
@Mr D

Looks really good when closed (and semi crappy texture in open state as you said but nm)

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

Posted: 24 Oct 2008, 22:26
by MDV
Cremuss, fusion pp's textures are really excellent! Your best remodel, I think.
But as for Solar Collector, I think that CA's model is better because it's more improve. I think that Peewee(rattle's), Bulldog's (and this Solar Collector) and some other models don't need new remakes, maybe some texture tweaking. It's a loss of time, imho. :roll:

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

Posted: 24 Oct 2008, 23:14
by Warlord Zsinj
Here's how the panelling method works. The trick is that it relies heavily on specularity to fake a diffuse texture that alters as the sun hits the panel differently.

(on the left is my texture 1, on the right is the same area in the green channel texture 2)

I wouldn't recommend doing the exact same specularity pattern I've got here, because it is not really suited to the arm solar. But the gist of the idea is that you keep your texture 1 very simple, very dark, with just hints of the underlying pattern, and then you paint most of the detail in very bright areas on your specularity map.

eg:
http://forums.imperialwinter.com/index. ... =570;image
http://forums.imperialwinter.com/index. ... =572;image

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

Posted: 25 Oct 2008, 05:09
by TheRegisteredOne
Cremuss wrote:Thx. I tried to take care of your opinions.

Second try :
Image
http://fodb.darkstars.co.uk/files/sprin ... ngame4.jpg
Maybe too much noise and scratch on the solar panels ?

@ Warlord Zsinj : Yep, show me that tip ;)

@ Wolf-In-Exile : ok thx
Superior. No need to improve

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

Posted: 25 Oct 2008, 11:15
by Hoi
Could you show us a picture of when it's closed?

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

Posted: 25 Oct 2008, 14:50
by Warlord Zsinj
Cremuss wrote:Thx. I tried to take care of your opinions.

Second try :
Image
http://fodb.darkstars.co.uk/files/sprin ... ngame4.jpg
Maybe too much noise and scratch on the solar panels ?

@ Warlord Zsinj : Yep, show me that tip ;)

@ Wolf-In-Exile : ok thx
Seeing as TRO has reminded me, for example, in the top right solar, where you can see a full sun glint off one of the panels, it is pure white. That surface shouldn't be pure white, because you have drawn in a non-flat diffuse texture, implying that the panels are faceted. You would see some areas in shade. By reflecting the non-flat surface on the specularity layer (painting in panel joint lines, if you want put a bit of a pattern on the panels), you will have a far more realistic impression of the depth on that surface.

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

Posted: 25 Oct 2008, 18:04
by smoth
Hoi wrote:Could you show us a picture of when it's closed?
click on the link under the picture. Wake the fuck up man!


Cremuss looks good keep going.

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

Posted: 25 Oct 2008, 18:19
by Hoi
smoth wrote:
Hoi wrote:Could you show us a picture of when it's closed?
click on the link under the picture. Wake the fuck up man!


Cremuss looks good keep going.
Lol I failed :cry:

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

Posted: 26 Oct 2008, 10:41
by rattle
Needs a better spec map as Zsinj pointed out, otherwise good.

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

Posted: 26 Oct 2008, 14:51
by AF
Lets remember that the sun is not always in the same position on spring maps so putting a shiny glint in the texture may look good on some maps, but on others itll throw up paradoxical lighting, like sun glints inside dark shadows.