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Re: Random wip 2012+
Posted: 30 Jul 2012, 21:18
by PicassoCT
it certainly doesent look that way...still... mmh.. from the darkness levels i would guess you are located in europe..
Re: Random wip 2012+
Posted: 30 Jul 2012, 21:22
by rattle
Mix in some colors to break up the grays.. quickest way is putting on some textures with jpeg artifacts at low opacity in a blend mode
Re: Random wip 2012+
Posted: 31 Jul 2012, 00:30
by scifi
Re: Random wip 2012+
Posted: 31 Jul 2012, 17:51
by PicassoCT
Real Life textures are a nice.. basis. But you need to work on them to be really good. Cause this is hollywood, this is were dreams are born, and therefore we make reallife more real then it really is... Try something.. make a cartoon version of the same texture.. and then try to blend it with the original... so long.. till it looks just maybee.. maybee realistic.. then post the results.. or wait
Lets try it with this.. plz post result screen for comparison
Re: Random wip 2012+
Posted: 31 Jul 2012, 21:25
by scifi
i couldnt resist i had to reduce saturation, i reduced the detail to a more simplistic look, also added doors to the thing.
This is in Upspring

Re: Random wip 2012+
Posted: 31 Jul 2012, 21:49
by Beherith
I like the second pic more. Keep in mind that things look very flat in Wings3D without specular and normal mapping and self illumination - and thats without more advanced features like parallax mapping and multiple light sources. Crazybump and ShaderMap Pro both give quite good and quick results for normal, parralax and specular maps, though specular always needs some manual fine tuning. If you want, AO bakes can add a great deal at the cost of increased UV space.
Re: Random wip 2012+
Posted: 01 Aug 2012, 19:33
by scifi
hmmm it does look better

Re: Random wip 2012+
Posted: 01 Aug 2012, 22:32
by PicassoCT
oh, yes it does.. im sure in some long forgotten castle, some lawyer is opening his case.. because of looking to professional :D
tasty units look tasty.. gonna make that tongue a sticky
Unitlingus
Re: Random wip 2012+
Posted: 02 Aug 2012, 17:32
by Pressure Line
just laying down the base, which will then have a bit of noise, and a whole load of colour applied :)
Re: Random wip 2012+
Posted: 02 Aug 2012, 23:34
by smoth
I like it without noise it is really cute!
Re: Random wip 2012+
Posted: 03 Aug 2012, 00:05
by Pressure Line
The noise makes the difference between this:

and this:

Its just to stop things looking *too* clean
Re: Random wip 2012+
Posted: 03 Aug 2012, 00:29
by smoth
No
That is the difference made by highlighted edges and a better uv map
Re: Random wip 2012+
Posted: 03 Aug 2012, 00:48
by Pressure Line
Also related: Been working with a way to make nice buildpics...


I need to make the tank slightly larger on the groundplate, and possibly de-saturate the ground texture a bit. Might put in a background, but un-decided on that.
Re: Random wip 2012+
Posted: 03 Aug 2012, 06:46
by BaNa
Pressure Line wrote:Also related: Been working with a way to make nice buildpics...


I need to make the tank slightly larger on the groundplate, and possibly de-saturate the ground texture a bit. Might put in a background, but un-decided on that.
imo green on green is fail, otherwise the models themselves look nice. Just make ground sand or something that makes green pop.
edit: I would also recommend background or ground in background too.
Re: Random wip 2012+
Posted: 03 Aug 2012, 06:55
by PicassoCT
nah no background is good.. makes for more distinctive shapes on the mechs ..
Re: Random wip 2012+
Posted: 03 Aug 2012, 06:57
by BaNa
then what about no background and no ground?
Re: Random wip 2012+
Posted: 03 Aug 2012, 06:59
by PicassoCT
why not just make sampe examples for comparison
Mmmh.. the astetics are actually quite compelling. I wouldnt change that.. its very mech warrior-ish.. this is .. reminding you of the table top heritage.. on the right side i have what i have in mind for jw.. but those icons are not for prettyness, more optimized for recognition..
Removing the background.. actually didnt work out well as you can see.. it might make the mches more distinctive in shape, but for the tanks and apcs, and radar and jumpship generators (and i dont know... (elementals?)) it does nothing.
Now for the ultimate test.. in a battle situation your attention is spread thin, especially as a noob. You have stress. So you slide that mouse to the left( or the right) and - two step back gentleman, out of the blink of an eye, got to recognise without really focusing...
still they are beautifull.
Im quite interested on smoths opinion here.. he always had some good advice when it came to interface design
Re: Random wip 2012+
Posted: 03 Aug 2012, 09:53
by gajop
well since it's battletech, i assume there are going to be at least a few (2>) factions, so i'd put faction designations in the background
Re: Random wip 2012+
Posted: 03 Aug 2012, 19:27
by PicassoCT
Enter: The Matrice (Adjazenz) - never invert..
Anyone want some timy in a bucket?
Re: Random wip 2012+
Posted: 03 Aug 2012, 19:31
by Pressure Line
There are only a few faction-specific units, and those are for the most part variants on the same chassis (where one faction prefers lasers over autocannons etc)
As for radar icons, i will probably just borrow some from MegaMek (especially for the tanks) eg:
