Random WIP 2006-2011 - Page 345

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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MElvinVM
Posts: 114
Joined: 15 May 2010, 11:43

Re: Random WIP

Post by MElvinVM »

Hello!
New ship for my project, also looking for help to start it up! :)

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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

are you going to add secondary and tertiary weapons on the sides of the deck and super structure?
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

yuritch wrote:
SpikedHelmet wrote:Cookies to who can guess what this is.
Looks kind of like an M2 Bradley. But yours has wave-deflectors which Bradley lacks as far as I can see on pics. Maybe that's an older version, from before the time amphibious capability was abandoned on it?

Or maybe it's the M551 which does have deflectors, but then the hull shape is wrong or heavily unfinished.
Nobody's got it but I will say it's of similar timeframe as M551 (a bit earlier; late 50s/early 60s)
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Random WIP

Post by Pressure Line »

M114?

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Wikipedia wrote:The M114 Command and Reconnaissance Carrier is a Vietnam War-era tracked armored fighting vehicle, used by the United States Army. It was manufactured by the Cadillac Division of General Motors in the early 1960s.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Pressure Line wrote:M114?

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Wikipedia wrote:The M114 Command and Reconnaissance Carrier is a Vietnam War-era tracked armored fighting vehicle, used by the United States Army. It was manufactured by the Cadillac Division of General Motors in the early 1960s.
Here's your cookie!

O
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Random WIP

Post by Forboding Angel »

KaiserJ wrote:Also, you can generate normals from a cavity map, which is normally what i do (cavity map being a greyscale texture that corresponds to the relative heights of your texture in the way that a spring heightmap relates to the texturemap)
If you can do it via this method I highly recommend it, as it will generally look 50 billion times better than a normal generated from a texture.
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Random WIP

Post by knorke »

thanks for explaining.
though i still do not see how any usefull results can come out of magically filtering around on the TA textures and for the TA stuff you do not have these cavity maps either?
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Random WIP

Post by Pxtl »

bbbut that's 20 years in the future? You're doing a Vietnam mod now too?
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

Its all one big war to him, the little gaps dont count :) Thats the time, when man were still real man, and little green aliens, were still little green aliens.

Vietnamwar mod would be awesome, because of assymetricalness and music.

http://www.ebaumsworld.com/audio/play/734337/

You can even hear the chopper-flaps in the beginning
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Unfortunately Vietnam would be next to impossible to do with any sort of properness in the Spring engine. TBQH even WW2 isn't practical anymore.

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Mmm clay rendering.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: Random WIP

Post by SpikedHelmet »

Image

Just needs weapons!
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Random WIP

Post by PicassoCT »

You know, just because its so striking - its to perfect- if i would see such a unit on the battlefield, every instinct would scream that this is "to new, to shiny" - it lacks dirt, custumization (like kill-chalks on the tower) and the small damages that automatically occure on every battlefield...
I know its still untextured, but this is one of those moments, were it really jumps into the eye. Wish we had a sort of random decals to lay over, so that every tank would be a individual (just numbers, chalks, and such)
MElvinVM
Posts: 114
Joined: 15 May 2010, 11:43

Re: Random WIP

Post by MElvinVM »

I feel this thread could use more cannons

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bobthedinosaur
Blood & Steel Developer
Posts: 2702
Joined: 25 Aug 2004, 13:31

Re: Random WIP

Post by bobthedinosaur »

Thats a huge turret base for a small cannon.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

hawt sex, detailed and easy to unwrap, nice
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

My problem is that it's not really detailed, but that it's just a simple shape with a lot of small blocky things to make it look detailed.

All that detail has no function. Adding things that have function will make it look a lot better.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: Random WIP

Post by Wombat »

how is that bad ? thats the purpose of details
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: Random WIP

Post by AF »

Its fine, dont change it
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Random WIP

Post by Hoi »

It's bad not only because it's ugly, it also makes no sense at all.

If you want to improve, don't just design something to look good, also design it to have function. That is the only way you can make a realistic looking thing.

This is just a cannon with some small cubes attached. If you look at it from a design perspective, it looks really strange.

The purpose of details is not just being there. The tank made by spiked is a perfect example, take a look at it and see how everything has a use.

@others: there is no reason to tell him to ignore my critique just because you think it's fine. It's his choice to accept it or not.
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SanadaUjiosan
Conflict Terra Developer
Posts: 907
Joined: 21 Jan 2010, 06:21

Re: Random WIP

Post by SanadaUjiosan »

Clearly it should just be a tube.

I like it. Has a beefy look to it.

The criticism I do have though is that I think the barrel's mounting to the rest of the turret is a little weak looking. I mean that both in a "structual" sense and in a design sense. I would elaborate on that.

Also, I am not a fan of the, uh... shapes jutting out of the barrel. I would either incorporate them into some kind of "recoil" device, or make them fatter and more squashed.

Just my opinions though, good job overall.
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