Random WIP 2006-2011
Moderators: MR.D, Moderators
Re: Random WIP
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.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Random WIP
It's the eyes. They're too close together and are comically staring ahead.Argh wrote:There, I think that fixes it fairly well.
Re: Random WIP
That looks pretty interesting KaiserJ!
Be nice to see a map with such geometry/ features.
Be nice to see a map with such geometry/ features.
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
Re: Random WIP
So Gnome asked me to make a few crates...

They share their UVmap; 128x128 patchwork texture
Surprise Bunker!


They share their UVmap; 128x128 patchwork texture
Surprise Bunker!

Re: Random WIP
Good lucking stuff ! :) like the bunker :)
hehe lowpoly but good :)
Argh this really looks like a cow soldier
Ok animals than xD here my AntKing
kinda unfinished ^^
Normal:

Special Attack:

hehe lowpoly but good :)
Argh this really looks like a cow soldier

Ok animals than xD here my AntKing
kinda unfinished ^^
Normal:

Special Attack:

Re: Random WIP
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.
Re: Random WIP
The cylingers are allready at 6 sidesHoi 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.

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

err... does anyone know if 16 bit png has the same greyscale bit depth as the 16 bit bmp?
Re: Random WIP
I don't think either format supports more than 8 bit per channel, RAW and DDS do however.
Re: Random WIP

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.
Re: Random WIP
That + Air Raid + IW = Trench Run!KaiserJ wrote:and if i succeed... welcome to the mean streets of deathstar city.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: Random WIP
some of those bits won't work as a heightmap, the vertical triangle bits specifically, but otherwise it looks coolKaiserJ wrote:
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.
Re: Random WIP
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
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
Re: Random WIP
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.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.
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.
Re: Random WIP
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
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

Last edited by KaiserJ on 17 Sep 2009, 17:10, edited 1 time in total.
Re: Random WIP
Holy crap, GIMP got 16-bit-support? When??
Re: Random WIP
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
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.