looks like areally solid model, gj
whats the polycount? also wireframe maybe? (hehe, asking me in my thread and not providing any in yours T.T)
also probably you should add a little glass to the cockpit, or would the person sitting in it just maneuver over screens?
i like the texturing!
u could add a little dirt around the feet and a little rust all over it to make it look more interesting, but maybe thats not the effect u are going for!
also, did u already animate it? or are these the animations u are going to make?
There was already lot of dirt on texture, it was blue metal before, I lost dirt quality when I used contrast and turned blue metal into grey :( .
I will add more small details later.
Actually I will see about cockpit. Original plan is to make War Machine. Remotely controlled from satellite. So I wont be needing window in cockpit.
Everything I listed here that doesnt have -in progress... mark from left side is already finished.
I should clean up the texture or re-texture since there are too much of unseen details. I will probbly add rust and dirt later :) .
2k tris (I think) , 200 are bones and other objects. Materials arent metal :P / but there is strong shading so some parts are are black; like one above shoulder; ignore that.
Have to say it looks great ingame, and quality of texture is FPS like, comparing to SC2 models xD. Kerensky will soon post video of his map using this model. Also, soon after we should post video of mouse pointer detection system using turret system or actor system. Tho I cant promise when. If anyone is familiar Umbrea is developing his unique FPS lib :) .
also u should think about how materials are connected with eachother...
you only texture your surfaces, but they dont blend well together (nuts and bolts, bevel seams and so on hold a mech together)
Thanks, I will look into it. I am not that good with drawing :( .
BTW I'we seen that page before hm... Problem is that I dont know how to use photoshop :P .
I'll start 3d modeling school soon, so I will learn photoshop and related things there.
Well, I meant for SC2 FPS maps. Texture looks better than regular SC2 models, when you zoom in. Probbly coz I use realistic more textures. And blizz is more about cartoonish textures.
This model started by basing on madcat and supernova. Ended with some mix between vulture and nova. Since it mostly uses energy weapons.
Torso was more like madcat before. Then on request, I changed it.
Anyway... if anyone is interested in helping me with texture I would appreciate that :) .
I will post more updates later.
For now. I think that model looks solid, in game.
Now I plan to re-texture the model adding few stand animations, like 3 or 5.
Adding animations that are in progress. And then I will move to another based on concept I did today at work :P . Very similar to Blood Asp.
After that I might adapt model so you can customize look of your mech. Adding different weapons for example. But that is not priority now.
Problem with texture is that its mostly a placeholder. Simple picture made by GIMP using basic material editor preferences.
This is only problem I have so far before I can continue creating new models, progress here is going slow since I am exploiting all possible problems when importing models from max to sc2.
I tried changing smoothing groups, but at the end seems like SC2 adds one layer of smoothing groups to whole model.
Tried without groups, with 1SGper poly, with modified, and its all a bit different but each time there is another type of shading anomaly.
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Its almost finished. Didnt texture some parts on the torso/cockpit.
Preview Video of SCUD model:
HD Link:
Animations:
Stand
Walk
Walk Hurt/Damaged/Broken - in progress...
Run
Death/Explosion - in progress...
Shutdown and Startup - in progress...
Attachments:
Weapon
Weapon Left
Weapon Right
Weapon 01
Weapon 02
Target
Hit
Damage
Center
TurretX (TurretZ)
looks like areally solid model, gj whats the polycount? also wireframe maybe? (hehe, asking me in my thread and not providing any in yours T.T)
also probably you should add a little glass to the cockpit, or would the person sitting in it just maneuver over screens?
i like the texturing! u could add a little dirt around the feet and a little rust all over it to make it look more interesting, but maybe thats not the effect u are going for!
also, did u already animate it? or are these the animations u are going to make?
There was already lot of dirt on texture, it was blue metal before, I lost dirt quality when I used contrast and turned blue metal into grey :( .
I will add more small details later.
Actually I will see about cockpit. Original plan is to make War Machine. Remotely controlled from satellite. So I wont be needing window in cockpit.
Everything I listed here that doesnt have -in progress... mark from left side is already finished.
I should clean up the texture or re-texture since there are too much of unseen details. I will probbly add rust and dirt later :) .
2k tris (I think) , 200 are bones and other objects. Materials arent metal :P / but there is strong shading so some parts are are black; like one above shoulder; ignore that.
Have to say it looks great ingame, and quality of texture is FPS like, comparing to SC2 models xD. Kerensky will soon post video of his map using this model. Also, soon after we should post video of mouse pointer detection system using turret system or actor system. Tho I cant promise when. If anyone is familiar
Umbrea is developing his unique FPS lib :) .
Right click/view to enlarge:
Tnx for the feedback :) . Useful tips.
I'm sry to tell u, but this is no fps texture Oo Maybe if you only count the resolution, but maybe you would like to look at the following tutorial: http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html
also u should think about how materials are connected with eachother... you only texture your surfaces, but they dont blend well together (nuts and bolts, bevel seams and so on hold a mech together)
Looks like a vulture from Battletech!
Thanks, I will look into it. I am not that good with drawing :( .
BTW I'we seen that page before hm... Problem is that I dont know how to use photoshop :P .
I'll start 3d modeling school soon, so I will learn photoshop and related things there.
Well, I meant for SC2 FPS maps. Texture looks better than regular SC2 models, when you zoom in. Probbly coz I use realistic more textures. And blizz is more about cartoonish textures.
This model started by basing on madcat and supernova. Ended with some mix between vulture and nova. Since it mostly uses energy weapons.
Torso was more like madcat before. Then on request, I changed it.
Anyway... if anyone is interested in helping me with texture I would appreciate that :) .
I will post more updates later.
For now. I think that model looks solid, in game.
Looks very solid in game. Especially in the movie I made for it. lol
:P
Now I plan to re-texture the model adding few stand animations, like 3 or 5.
Adding animations that are in progress. And then I will move to another based on concept I did today at work :P . Very similar to Blood Asp.
After that I might adapt model so you can customize look of your mech. Adding different weapons for example. But that is not priority now.
Problem with texture is that its mostly a placeholder. Simple picture made by GIMP using basic material editor preferences.
Mmm Blood Asp. Of all the 'new' Clan 'Mechs (anything post 3055 as far as I'm concerned) I'm actually okay with the Blood Asp, can't wait to see it!
Guys, I got problems with shading, or smoothing groups.
http://img411.imageshack.us/img411/534/shadingu.png
This is only problem I have so far before I can continue creating new models, progress here is going slow since I am exploiting all possible problems when importing models from max to sc2.
I tried changing smoothing groups, but at the end seems like SC2 adds one layer of smoothing groups to whole model.
Tried without groups, with 1SGper poly, with modified, and its all a bit different but each time there is another type of shading anomaly.