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Posted: 22 Aug 2007, 15:37
by Warlord Zsinj
I also found that the best way to do lights isn't always to make them hard edged, but to work over them three or four times with a soft brush, each time bringing up the opacity. Do the same on the glow layer. It really gives you a nice 'glow' effect to the lights.
You can kinda see what I'm talking about here:
http://www.tauniverse.com/forum/attachm ... 1183700976
(ATST texture is a placeholder)
And preshading is very important.

The head there is basically a flat red texture with lots of preshading.
Posted: 25 Aug 2007, 06:51
by Argh
Model by Keithus, paint by me.
Posted: 25 Aug 2007, 08:19
by Guessmyname
Nice!
Posted: 25 Aug 2007, 08:27
by Argh
Thanks
Next up, the Laser Tank! (yes I am procrastinating about the Air Plant, but meh, I have a model, I must paint)
Posted: 25 Aug 2007, 10:37
by Argh
And here is the Laser Tank.
Model by Guessmyname, paint by me.
Posted: 25 Aug 2007, 10:54
by Warlord Zsinj
I like that lanky robot argh, it's got a great sense of character about it, especially the leg shield bits. Strikes me as vaguely samurai.
The gun feels a little 'tacked on' though.
And GMN, nooo! Not another mod

Posted: 25 Aug 2007, 11:07
by Argh
@Warlord Zsinj:
Yes, I thought so, too! Very little of the model is in any way mine, Keithus did excellent work there, and I think he hit the overall style of the game just right- anime, inhuman and a little evil.
A less-silly NanoBlobs, when I bother thinking about it. I originally thought about actually doing that- reworking NanoBlobs- but I decided that one major game-design failure was enough
The gun is "tacked on", in a pretty literal sense- we had to rework things a bit, to keep it simple to animate. So that's mainly my fault, really. However, it has a nice retract animation, and should look reasonably cool, when you see how it works in the game- you only see it at something like that angle when the character's shooting, and it retracts and re-angles while walking around. Bear in mind that I never shoot these shots posed, or raytrace them- that's cheating, imo, and doesn't fit the idea that these are WIPs, not final game models. It'd be lame, if I posted working shots from PURE here, where everything comes to life.
As for GMN, I got this from him, then his compy imploded

I'm afraid that this is the last anybody is going to get until that turns around, which is too bad, since I thought that, after I fiddled with it a bit, it fits in with the other vehicles pretty well, and has that proper, "Weasel-like" feel that I was hoping for.
Posted: 25 Aug 2007, 11:44
by Warlord Zsinj
I think the robot would look better if it made use of it's arms to fire, but I suppose a retract anim could also look cool.
It just seems a little redundant, which yuo don't see often in robotic designs. If it doesn't use it's arms to fire, then it wouldn't have arms!
/me votes to give robot a
No-Dachi Sword that vibrates through armour

Posted: 25 Aug 2007, 12:08
by espylaub
Both very sexy, and the imperial guard unit at the top of the page is also excellent.
Argh, could you show the bot from a few more angles? I'd like to see how the gun is connected to the rest. But I really like the design, as Zsinj said, it has a lot of character to it. Will be interesting to see how that carries over into the animations.
Posted: 25 Aug 2007, 14:57
by Pressure Line
Warlord Zsinj wrote:It just seems a little redundant, which yuo don't see often in robotic designs. If it doesn't use it's arms to fire, then it wouldn't have arms!
what happens if it falls over?
*robot* "ive fallen and i cant get up!"
*enemy forces* "lololol"
Posted: 25 Aug 2007, 15:08
by Pressure Line
intended as a Core Goliath replacement. im not too sure about this one, im not really feeling it.
Posted: 25 Aug 2007, 15:27
by espylaub
Yeah, it is a little to cute for a huge battle tank :/
Posted: 25 Aug 2007, 21:20
by SpikedHelmet
Sd.Kfz. 251:

Posted: 25 Aug 2007, 21:33
by Peet
heh, that reminds me of Zone Raiders

Yay for vehicles with no wheels that magically hover.
Posted: 25 Aug 2007, 21:39
by Lord Toulus Hetzer
SpikedHelmet wrote:Sd.Kfz. 251:

i love the 251, looks good the tracks is missed maybe we can see the tracked varians. and not just the 251 :) khm.. the texure little pale-wan .
Posted: 25 Aug 2007, 23:21
by SpikedHelmet
Lord Toulus Hetzer wrote:SpikedHelmet wrote:Sd.Kfz. 251:

i love the 251, looks good the tracks is missed maybe we can see the tracked varians. and not just the 251 :) khm.. the texure little pale-wan .
I have no idea what you just said.
Finished product:

Posted: 25 Aug 2007, 23:57
by Argh
Lookin' good there, Spiked- great details, color feels right, at least to me, and it's very accurate
Only suggestion I can think of is that the lower areas might want more preshading, to make 'em pop a little more with changes of light, but that's a very minor quibble, I don't think it'll really matter that much, at scale, and the model overall is great!
Posted: 26 Aug 2007, 00:08
by Snipawolf
My only dislike of it is the glaringly obvious seam line on the wheels. Damned shading >____>
Posted: 26 Aug 2007, 00:29
by Argh
The only real way around that is to assign more texture space to the tires, and blend around the edges of the seams more with airbrush, to give it a smoother feel on that transition area. It's always tricky.
Given that he's trying to emulate the real-world feel of the bumps on those tires, it's especially hard.
Posted: 26 Aug 2007, 00:35
by Snipawolf
Ahhh, trust me, I know. I've been down that road.
