Page 42 of 418

Posted: 22 Sep 2007, 04:22
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)

Posted: 22 Sep 2007, 04:34
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.

Posted: 22 Sep 2007, 05:13
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.

Posted: 22 Sep 2007, 05:27
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...

Posted: 22 Sep 2007, 05:53
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 ^_^

Posted: 22 Sep 2007, 19:20
by Sheekel
Hovertank remake (it needs to be a bit taller):

Image

Image

Image

Posted: 22 Sep 2007, 19:24
by Guessmyname
snazzy

Posted: 22 Sep 2007, 21:18
by DemO
very nice.

Posted: 23 Sep 2007, 00:28
by rattle
Barrel textures look misaligned and uh... green. Other than that it's good.

Posted: 23 Sep 2007, 01:43
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.

Posted: 23 Sep 2007, 01:49
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!!!

Posted: 23 Sep 2007, 01:55
by Snipawolf
Because argh is using them in his own mod, and they sure as hell wouldn't fit in a TA mod :-)

Posted: 23 Sep 2007, 02:36
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.

Posted: 23 Sep 2007, 18:43
by Pendrokar
Pressure Line wrote:Image

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


Image
Wait a MINUTE THATS "NetStorm"!!!!

Posted: 25 Sep 2007, 20:51
by MR.D
All under 600 tri.

Image

Posted: 25 Sep 2007, 22:04
by Sheekel
wow! What mod are those for?

They look awesome, nice work.

Posted: 25 Sep 2007, 23:13
by KDR_11k
Texturing in progress:

Image

Posted: 26 Sep 2007, 00:36
by Pressure Line
Pendrokar wrote:Wait a MINUTE THATS "NetStorm"!!!!
yep.

Posted: 26 Sep 2007, 02:16
by TheBigPK
wow gj mrD those look awesome

Posted: 26 Sep 2007, 03:39
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.