Random WIP 2006-2011 - Page 42

Random WIP 2006-2011

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

Moderators: MR.D, Moderators

Locked
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

argh, can you post an untextured version of the wheels of that laser tank with edges visible? im just interested to see how they were modeled (imo they look great)
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

No problem:

Raw facets:
Image

After smoothing:
Image

Really simple shape there, the main thing that gives it the look is the smoothing and the texture.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Argh: Looks nice overall. Although I can hardly make out the team color, lighter blue ontop of beige that is. What I've found which helps is desaturating team colored parts on the texture (grayscale) or making them fully black. Also copying the team color map over to the glow map might help to make it stand out more in darker shaded areas. This was done in CNC3 for example and a lot of other games use similar methods.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

I plan to strengthen the teamcolor on the earlier things, where it's too weak- the RocketTank, where it's very easy to see, and the Soldier Shells are more like what I would like- strong and reasonably useful, but not ridiculous and overly dominating, like most games. I hate SupCom's use of teamcolor, for example, it's one of the things that bugs me most about their visual design, frankly. Don't expect that to change, I don't care if the market research says that people are basically retards and can't tell what's what unless it's 90% teamcolor from the top view, like many games do- I want the minimum necessary to get the job done.

And I still want my teamcolored dynamic icons! I really should get around to explaining that to the LUA people, it sounds dumb verbally, I need to make pictures to show what I want...
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Argh wrote:No problem:

Raw facets:
*picture*

After smoothing:
*picture*

Really simple shape there, the main thing that gives it the look is the smoothing and the texture.
i thought it was like that, just wanted to be sure ^_^
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Hovertank remake (it needs to be a bit taller):

Image

Image

Image
User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

snazzy
DemO
Posts: 541
Joined: 18 Jul 2006, 02:05

Post by DemO »

very nice.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Barrel textures look misaligned and uh... green. Other than that it's good.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

GJ....like it a lot would be great if someone used it in a mod.. now make remakes for all the other hovers botrh arm and core:) by the way..those tectures on the sides of it,the grey ones..make it look like stone.. and it needs to look like metal.
DZHIBRISH
Posts: 357
Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

dudes been looking through the pages....why arent these awsome models being used right now!!!..those awsome models of argh.. i want that plasma cannon to replace existing models right now!!!
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Because argh is using them in his own mod, and they sure as hell wouldn't fit in a TA mod :-)
Saktoth
Zero-K Developer
Posts: 2665
Joined: 28 Nov 2006, 13:22

Post by Saktoth »

They are being used in mods, most of them. Its just the mods arent released yet.
I don't show the in-game shots because that's cheating, imo, and not helpful to people wanting to learn.
I disagree with this. Its very useful to see models and textures out of game for instructive purposes, but when you are modelling for spring, all that really matters is what it looks like in game.

You can have a beautifully textured, detailed model, but if you cant see the detail and at a distance it looks sort of like a fuzzy grey box, it doesnt help much.

Its very important to have strong contrast in a texture, and its important that your units are easily identifiable from a distance. When you have a set of units, it should be easy to tell one from the other- but they should also share similarities that reflect their function so that it is immediately apparent and intuitive as to their role.

There are also other things to consider, such as the need to ensure your model looks good from overhead (and the general unimportance of adding a lot of detail to the bottom).

Then there is the animation. The joints must be well articulated (on bots but also on turrets- if a turret doesnt look like it can aim upwards properly, it will look weird when it does) and objects should have a clear range of movement, so they dont clip through eachother. Bots will also look very different depending on their pose.

Of course, im sure you know all this argh, but this is the sort of stuff you can only get by seeing things in game- which is where the model will be used, anyway.
User avatar
Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Post by Pendrokar »

Pressure Line wrote:Image

modeled off the one in the top right of this pic:


Image
Wait a MINUTE THATS "NetStorm"!!!!
User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

All under 600 tri.

Image
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

wow! What mod are those for?

They look awesome, nice work.
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Texturing in progress:

Image
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Post by Pressure Line »

Pendrokar wrote:Wait a MINUTE THATS "NetStorm"!!!!
yep.
User avatar
TheBigPK
Posts: 235
Joined: 22 Jun 2007, 09:24

Post by TheBigPK »

wow gj mrD those look awesome
Last edited by TheBigPK on 26 Sep 2007, 20:58, edited 1 time in total.
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

Pressure are you trying to make a Netstorm mod?
I think that game has neat ideas but terrible gameplay (mainly because of the difficulty of properly lining up towers and being unable to micro units), but it would be nice in Spring.
Locked

Return to “Art & Modelling”