Random WIP 2006-2011 - Page 258

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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rattle
Damned Developer
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Re: Random WIP

Post by rattle »

I'd say it was Lapland's MBT
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bobthedinosaur
Blood & Steel Developer
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Re: Random WIP

Post by bobthedinosaur »

Italians or finns
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Neddie
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Re: Random WIP

Post by Neddie »

Jerk. Finland.
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FireStorm_
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Re: Random WIP

Post by FireStorm_ »

Showing another feature model in the works:
http://3.bp.blogspot.com/_8zcxHPEUdSw/S ... Hangar.jpg
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Tribulex
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Re: Random WIP

Post by Tribulex »

lol sos has its own icon now? wtf is it?
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FireStorm_
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Re: Random WIP

Post by FireStorm_ »

had it for a while...
you might be able to see a turban reading 'SoS' in the cloth, with a central gem being the 'o'...

...also it is a sultan.
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SirArtturi
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Re: Random WIP

Post by SirArtturi »

Im working on a massive tree set. The problem is how big I will make the trees. The default tree sizes are imo way too small. They look silly and a lot of detail is lost along the way. So, not going to make them small, but how big they should be? Opinions? I've put a BA commander here for comparision.

Image

And then there is a one minor problem when the trunk texture of this pine gets stretched vertically making it look messy. How to fix?

Image
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Gota
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Re: Random WIP

Post by Gota »

You trees look like regular trees we see everywhere.
I suggest making them by 1.4 smaller.
Huge trees look different:

This trunk is probably the size of a commander:
Image

very Tall tree:
Image

Image

Very tall and old trees have less leaves and they are mostly concentrated at the top.
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FireStorm_
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Re: Random WIP

Post by FireStorm_ »

I have also been wondering what scale features should be and the detail of the texture. I do think if a mapper or modder uses a model made by someone else, it has to go trough upspring again anyway, before its is visually conform with the map or mod. (does depend on a chosen quality standard of course)

So i've been meaning to ask: It is otherwise possible to adjust the scale of a units or features ? ingame for instance?
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Das Bruce
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Re: Random WIP

Post by Das Bruce »

Gota wrote:Image
Did anyone else just nostalgia Fern Gully?
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Neddie
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Re: Random WIP

Post by Neddie »

I would make a variety of tree sizes. The present size of the trees is good for some projects, though not ideal for any. I would range from 1.2x to 3x the size of the normal Spring trees... all should be of use in different areas of different settings.
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aGorm
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Re: Random WIP

Post by aGorm »

On the subject of tree's... I think the trunks look to uniform. Also, the exposed roots just wouldn't look like that, infact most trees don't have them and if they do it's normaly becasue of somthign liek a rock in the way, of there on a slope and parts have become exposed.

If any of thats was on the todo anyway, ignor me!!

Now for somthing I've jsut started up again (All my stuffs been on hold for a bit whiles't I do Real Life Stuff (TM)...)

Working on a "hero" unit for the cybernauts... I say hero unit I realy just mean a unit I mean in the sense of you can only build one at a time and he's well 'ard. Not that you getto give him wargear or anything like that.

Image

Image

Image

As usall... I'm stuck on the legs. so for now it's just the upper body. Also, last shot shows a size comparison with a normal cybernaut, but I may scale him a little larger to make him stand out more in game...

Hope you like!

aGorm
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SinbadEV
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Re: Random WIP

Post by SinbadEV »

Lua should be able to remove all the basic-trees on a map and replace them with pretty, correctly scaled trees (if you are making them BIGGER then you might need to remove a few more then you put back, if smaller you might need to replace them with models of densely packed stands of trees...) in all other cases just assume the map is on some alien planet with different gravity/environment/indigenous species so the trees evolved to be different sizes/shapes then one would otherwise expect... I mean, even in different parts of our own world trees go from just a little taller then a human (cold mountainsides) to those redwoods and rain-forest monstrosities.

@aGorm: just use the original legs but at plates protecting the hip to the upper legs and a shin-guard plate... and them make them more "mucular" looking with a nice thick cable or piston on the back... also feel free to ignore me.
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SirArtturi
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Re: Random WIP

Post by SirArtturi »

neddiedrow wrote:I would make a variety of tree sizes. The present size of the trees is good for some projects, though not ideal for any. I would range from 1.2x to 3x the size of the normal Spring trees... all should be of use in different areas of different settings.
The problem is, that if I start making many different sizes from my about 30 models, the amount of the trees will grow in ridicilous number as also the amount of work.

My set includes 5 different types of trees and all of them has 5 different models. My goal is to get one "standard" size for one model of each category - to be the default tree - and add height variety to other models according/along this scale.
In other words, I need to find good size that would fit in most of the landscapes/maps.

I was thinking something like 1.4x - 1.6x. Atm most of the trees seen here is between 1.6x - 2x
aGorm wrote:On the subject of tree's... I think the trunks look to uniform. Also, the exposed roots just wouldn't look like that, infact most trees don't have them and if they do it's normaly becasue of somthign liek a rock in the way, of there on a slope and parts have become exposed.
Yea I agree with you with the roots. Removal will be on my todo list for most of the trees. The trunk uniformity is Imo very tree type dependant issue. Pines, spruces, birches etc are pretty much straight trunked while oaks and maples for example, will be more bent. It also depends on how old the tree is. I try to stick up in pretty simple trunks, because funky ones may fail and look silly. However, there will be a bit variety in that also.
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Hoi
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Re: Random WIP

Post by Hoi »

Not bad but I suggest you think about your model. There is no way the plates could have been bent like that, and lie in that position. You need to vary their place and rotate them a bit. Also the gravity would just pull a lot of those plates off, this makes it look unnatural. Good start though.
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AF
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Re: Random WIP

Post by AF »

Make the largest trees, then make smaller ones by downscaling
Saktoth
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Re: Random WIP

Post by Saktoth »

aGorm wrote:Pictures
Spherebot had sex with Big Daddy?
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FireStorm_
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Re: Random WIP

Post by FireStorm_ »

Hoi wrote: Not bad but I suggest you think about your model. There is no way the plates could have been bent like that, and lie in that position. You need to vary their place and rotate them a bit. Also the gravity would just pull a lot of those plates off, this makes it look unnatural. Good start though.
yeah, i got a bit hasty in the end. thanks for the feedback though. I'm planning on fix those things next time i'll work on my models.

(and tanks sinbad, explaining features can be scaled(even if i can't... yet))
Saktoth
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Re: Random WIP

Post by Saktoth »

Image

Texture and missile-pod portion of the Model is from the GPL content of AstroMenace.
SirArtturi wrote:Trees
Probably a UV map issue. Remap them.

These are gorgeous, but some of them lack contrast. Is there any way you could make the leaves closer into the trunk darker as a form of preshading?
http://www.freefoto.com/images/15/19/15 ... nd_web.jpg
Real trees cast dark shadows on their inner leaves.
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Argh
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Re: Random WIP

Post by Argh »

On the trees... eh... I hate to ask, but what are the polycounts and skin sizes on these?
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