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Re: Random WIP

Posted: 25 Nov 2010, 23:11
by MElvinVM
Hello!
New ship for my project, also looking for help to start it up! :)

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Re: Random WIP

Posted: 26 Nov 2010, 01:01
by bobthedinosaur
are you going to add secondary and tertiary weapons on the sides of the deck and super structure?

Re: Random WIP

Posted: 26 Nov 2010, 01:05
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)

Re: Random WIP

Posted: 26 Nov 2010, 04:17
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.

Re: Random WIP

Posted: 26 Nov 2010, 04:25
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!

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Re: Random WIP

Posted: 26 Nov 2010, 15:54
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.

Re: Random WIP

Posted: 26 Nov 2010, 16:42
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?

Re: Random WIP

Posted: 26 Nov 2010, 16:49
by Pxtl
bbbut that's 20 years in the future? You're doing a Vietnam mod now too?

Re: Random WIP

Posted: 26 Nov 2010, 18:52
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

Re: Random WIP

Posted: 26 Nov 2010, 21:43
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.

Re: Random WIP

Posted: 27 Nov 2010, 02:57
by SpikedHelmet
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Just needs weapons!

Re: Random WIP

Posted: 27 Nov 2010, 11:54
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)

Re: Random WIP

Posted: 27 Nov 2010, 17:47
by MElvinVM
I feel this thread could use more cannons

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Re: Random WIP

Posted: 27 Nov 2010, 23:20
by bobthedinosaur
Thats a huge turret base for a small cannon.

Re: Random WIP

Posted: 27 Nov 2010, 23:21
by Wombat
hawt sex, detailed and easy to unwrap, nice

Re: Random WIP

Posted: 27 Nov 2010, 23:28
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.

Re: Random WIP

Posted: 27 Nov 2010, 23:31
by Wombat
how is that bad ? thats the purpose of details

Re: Random WIP

Posted: 27 Nov 2010, 23:36
by AF
Its fine, dont change it

Re: Random WIP

Posted: 28 Nov 2010, 00:19
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.

Re: Random WIP

Posted: 28 Nov 2010, 00:33
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.