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Re: Random WIP
Posted: 13 May 2010, 12:36
by scifi
i think beherit has a team of higly trained monkey coders to do his work
=P
Re: Random WIP
Posted: 13 May 2010, 13:34
by JohannesH
Wombat wrote:
Imo that could be worked to be a nuke launcher, rather than a hovercraft
Re: Random WIP
Posted: 13 May 2010, 13:55
by Sausage
mobile hover nuke ftw
Re: Random WIP
Posted: 13 May 2010, 23:12
by Beherith
Totally stuck on texturing

Re: Random WIP
Posted: 14 May 2010, 03:13
by d-gun
i think they look great, add some wear n tear maybe? layers n shit
Re: Random WIP
Posted: 14 May 2010, 07:46
by rattle
AO bake and paneling overlay?
I dunno how good your drawing skills are but you could try to remap gray scale base layers with gradient maps instead of painting in colors. You could easily add in some subtle blue or green tones into these dull grays without much artistic skills
Oh yeah models look good, liking the beefed up look
Re: Random WIP
Posted: 14 May 2010, 08:24
by Jazcash
Beherith's skills are beyond my level of understanding.
Re: Random WIP
Posted: 14 May 2010, 09:48
by Beherith
I have the team color placement down, and most of the general color, and the fine detail as well (paneling).
But Im lost on the medium level details, the greebling, the panel lines. the graphical surface subdivison.
So atm is just what rattle said: pure color, panel overlay and AO bake.
Re: Random WIP
Posted: 14 May 2010, 13:50
by Beherith
Dunno. The more I look at it the worse it looks.
Any pointers on how im doin it rong?
Re: Random WIP
Posted: 14 May 2010, 14:38
by Guessmyname
It's the outlines. Ditch the outlines. I have a trick I use for making things look inset / outset: using layer styles, with outer and inner glow.
If it's inset, set the inner glow to black, multiply, and fiddle the opacity / size 'till it looks good. The outer glow should be set to white, colour dodge, and again, fiddle as appropriate. It's usually a good idea to make the highlight subtle though; it's mostly there for additional contrast.
If it's outset, use the inverse: inner glow is white, colour dodge, outer glow is black, multiply. You're basically faking AO for a piece of geometry that isn't there.
You might also find
this tutorial on painting 'hard surfaces' useful, and
this pdf is just handy as a general guide.
You're also really overdoing the 'metal effect' on the panels; let the specular map handle that. And I'd recommend using something other than that weird tile thing you're using as an overlay. Snag some pictures of metal from
CGTextures, run a High Pass filter on them (use a setting of around 30), then save as a Pattern, and use them with the pattern overlay layer style, set to Overlay (fiddle opacity as needed). That's what I prefer to do.
For a 'dirt pass', snag another pic of either dirt, rust etc from CGTextures again, maybe darken it a bit, and then add it as a layer in your unit texture, with a completely black layer mask (so it's invisible). Then start painting it back on where dirt would build up and such. Focus in particular on the legs.
Finally, just look at pictures of existing war machines - tanks, obviously - and see what sort of random extra crap they have on them. Construction equipment are also good (anything with a lot of hydraulics and big, moving parts, really). For mechs, you'll have to go for concept art, other game models and film props for obvious reasons. The Aliens Loader is always a favourite for references.
Re: Random WIP
Posted: 14 May 2010, 18:09
by Beherith
Thanks for the tips, the outlines was something I should have noticed earlier.
Re: Random WIP
Posted: 14 May 2010, 21:00
by KaiserJ
where do the guns go :/
Re: Random WIP
Posted: 14 May 2010, 22:34
by Neddie
Sink them into the rear wings, the apparatus shielded by the wing itself. The tube in which they are carried would probably be through and through.
Re: Random WIP
Posted: 15 May 2010, 01:33
by bobthedinosaur
3900 RPM
the writings on the wall
Re: Random WIP
Posted: 15 May 2010, 03:33
by hamsate
bobthedinosaur wrote:stuff
Verrrrry excellent.

Can't wait until everything is all put together.
Re: Random WIP
Posted: 15 May 2010, 03:56
by Argh
You're also really overdoing the 'metal effect' on the panels; let the specular map handle that.
I agree with that. Really, what you want with metal is to make it look like metal, in terms of color... don't preshade it too heavily, let the shader do that. You're going way too old-skool, and for it to look natural, you need to lose the gradient fills and concentrate on keeping the surfaces looking as natural as possible.
Re: Random WIP
Posted: 15 May 2010, 04:37
by Sausage
BA has gradients on everything, if your looking at your units from a distance it doesn't matter that much. I think the metal texture is nice too.
Re: Random WIP
Posted: 15 May 2010, 12:15
by MElvinVM
Hello everyone.

Re: Random WIP
Posted: 15 May 2010, 12:20
by Beherith
Wow thats some awesome stuff melvin!
Re: Random WIP
Posted: 15 May 2010, 13:41
by Guessmyname
Sausage wrote:BA has gradients on everything, if your looking at your units from a distance it doesn't matter that much. I think the metal texture is nice too.
BA uses models and textures from an age where
specular wasn't possible. As for the gradients, they were by-and-large preshading, much like an AO map. And... well, considering how old all that stuff is, seriously,
we can do better. I'm not saying they're bad (for their age), but they are
very outdated.
With metal, reflections just don't work like that. If you have a gradient caused by a specular, that's a sign that the metal is
bent, like a barrel or similar. Flat metal reacts differently, and very much dependant on view and lighting angles, which is why it's best to let the shaders handle it.