Random WIP 2006-2011 - Page 212

Random WIP 2006-2011

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

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Otherside
Posts: 2296
Joined: 21 Feb 2006, 14:09

Re: Random WIP

Post by Otherside »

i cant take that model seriously makes me lol whenever i see it and doesnt resemble a wolf at all :s Needs more polys on the head to give a better look aswell as a new texture.
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

Argh wrote:There, I think that fixes it fairly well.
It's the eyes. They're too close together and are comically staring ahead.
SeanHeron
Engines Of War Developer
Posts: 614
Joined: 09 Jun 2005, 23:39

Re: Random WIP

Post by SeanHeron »

That looks pretty interesting KaiserJ!
Be nice to see a map with such geometry/ features.
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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Random WIP

Post by Guessmyname »

So Gnome asked me to make a few crates...

Image

They share their UVmap; 128x128 patchwork texture

Surprise Bunker!

Image
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Random WIP

Post by LordLemmi »

Good lucking stuff ! :) like the bunker :)
hehe lowpoly but good :)
Argh this really looks like a cow soldier :roll:

Ok animals than xD here my AntKing
kinda unfinished ^^

Normal:
Image
Special Attack:
Image
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

Too much polygons and no smoothing groups.... set up smoothing groups and use less polygons. You could cut like 50% of if you lower the sides of the cylinders to 6 or 8.
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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

Re: Random WIP

Post by LordLemmi »

Hoi wrote:Too much polygons and no smoothing groups.... set up smoothing groups and use less polygons. You could cut like 50% of if you lower the sides of the cylinders to 6 or 8.
The cylingers are allready at 6 sides :P and not that much polygon yet 2k ^^
And yeah no smoothing groups yet thats right still working on that beast just wanted to know if i should finish it or the idea looks like shit.
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KaiserJ
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Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

SeanHeron wrote:Be nice to see a map with such geometry/ features.
just gotta figure out an efficient way of getting a 16 bit heightmap out of max, then you'll probably see more than one 8)

err... does anyone know if 16 bit png has the same greyscale bit depth as the 16 bit bmp?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Talk to picassoct
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: Random WIP

Post by rattle »

I don't think either format supports more than 8 bit per channel, RAW and DDS do however.
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

Image

finished enough tile textures to rough this together.

looks like i can export the heightmap as DDS, but there are about a million different options for the type, so im a bit confused.

this is the map im going to test grabbing a heightmap... it may not play well, i just want to see if this technique will work. it's a 14x10 concept

and if i succeed... welcome to the mean streets of deathstar city.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Random WIP

Post by Gnomre »

KaiserJ wrote:and if i succeed... welcome to the mean streets of deathstar city.
That + Air Raid + IW = Trench Run!
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thesleepless
Posts: 417
Joined: 24 Oct 2007, 04:49

Re: Random WIP

Post by thesleepless »

KaiserJ wrote:Image

finished enough tile textures to rough this together.

looks like i can export the heightmap as DDS, but there are about a million different options for the type, so im a bit confused.

this is the map im going to test grabbing a heightmap... it may not play well, i just want to see if this technique will work. it's a 14x10 concept

and if i succeed... welcome to the mean streets of deathstar city.
some of those bits won't work as a heightmap, the vertical triangle bits specifically, but otherwise it looks cool
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Gota
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Re: Random WIP

Post by Gota »

KaiserJ wrote:Image
Cool unit.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Random WIP

Post by smoth »

Looks great!
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

Argh, the colours of that wolf and the head proportions resemble a cartoon depiction of a dog. The eyes are too circular and wide, the tone is too light and obvious, and the ears are all wrong even after an update.

Make the eyes wider, and use a darker colour for the fur, because what you have now is relying on traits that humans use to find babies cute. You want a wolf soldier to look menacing, right now it looks like its shit its pants and turned white.

And these arent normal wolfs, use some artistic licence to make them look a little different, just make them look fierce!


Kaiserj, model a skirt around that, and throw in a suitable skybox and make it look like your fighting on several pillars at huge heights, and you have a classic
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

Argh wrote:Still working on this, not quite happy with it yet. But the Wolfen are finally coming together. 697 triangles. The other weapon variants are at almost exactly the same place, tricount-wise.
Argh, please tell me that thing is a joke. I normally love your work... but that's the ugliest thing I've ever seen you make. The torso is good, but the legs and head are just a mess.

I'm sorry, but seriously... damn.

*edit* just noticed the improved model. The legs are still wonky. If you're going to do digitigrade legs, you have to include the hips too - this isn't a robot. And what's the weird backwards thing on the feet?

Go look at some furry art. Yeah, I know. But they've got a lot of practice drawing good proportions for digitigrade bipeds.
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KaiserJ
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Re: Random WIP

Post by KaiserJ »

update : i screwed around in GIMP, and it seemed to give me a 16 bit bmp that would load in SME (wut? i guess thats the equivalent of a .RAW +simpleheader)

anyways it all seemed to work, even the bits with 90 degree inclines, but something happened i think with the palette... in the lowest section of the gradient (dark gray / black) it stretches out... so all of my hills and angles now appear curved in the lower areas of the map.

any suggestions? im sort of surprised i got this far, seeing as im fairly stupid, and i'll keep going... but any suggestions are welcomed.

i could make it work with a 8bit map, and smoothing... but i'd have to change some of the tile textures, and i'd lose all of the sexy detail.

AF : i was thinking of using the basic space skybox, but i'm gonna have another look through smoths supplies before i commit ^^ that is of course if i can get something out of this

edit : and for all you kids following along at home... dont be a dunce like me and leave anti-aliasing enabled when your render from max 8)
Last edited by KaiserJ on 17 Sep 2009, 17:10, edited 1 time in total.
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

Holy crap, GIMP got 16-bit-support? When??
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Random WIP

Post by KaiserJ »

i was surprised.

the .tif was 16 bit. gimp gave me a warning when i opened it; there would be heavy casualties.

but it gave me the option to export as 16 bit...

so i'm guessing that it did something funky with the palette on exit, in order to force a bit depth of 16, and that in turn buggered my nice even gradient.

i can tell it did SOMETHING good, as all of the hard edges exist, and all of my flats are completely flat (never got that without smoothing from the 8-bit, even after doctoring the palette in fireworks)

would a pic of my borked map possibly help me get help from you gaize?

edit : also rattle... the .dds texture format seems like it might have what i need; but ofc i can't open it with anything i have. i looked on the nvidia page at the utils, which didn't clear it up much for poor old kaiser. what would you suggest... using the util supplied to convert a .dds to a .tif? sadly i know very little about these things that are probably very useful
Last edited by KaiserJ on 17 Sep 2009, 17:19, edited 1 time in total.
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