Couple of pics of a Mech I did for a mod I've been working on.
Maya Screens
Ingame
Night Shift
Wire shot
A bit different from what usually gets posted here. I'm not terribly experienced with modeling for soft animation (ie people, etc, although I hope to round out my skills in my next project (some kind of biomechanical creature that DOESN'T look like "the" Alien.)
Crits are extremely welcome. I'm aware of the stretched texture on the inside of the toes, thats where I ran out of space on the UV map and didn't want to move already textured stuff) Ingame texture is 3 512x512.
Also aware of the missing polygon on the main gun in some of the ingame shots, that's an unfortunate thign that happened on one of the lower poly versions ingame.
Now I need to get attached to a different type of mod that will help me round out my skills. (Organics and non vehicle type stuff)
I've been lurking here for quite a while, and have posted here before, but I guess I got erased for not being active enough. *shrugs*
edit: Sorry about not making thumbnails, I'm leaching off of a site I'm an admin, but don't have my own personal webspace currently.
Replies
When I first saw it, the textured shots seemed very yellow and busy, not much colour variation or clear shapes defined.
However, the in-game screenshot (daytime) looks awesome - is that the same texture? If so, what's different to make it look like that... the lighting? A reflection or specular map?
The night version just looks black... I think the texture is just too dark there.
The mesh seems pretty good too.
Could you post some different angles of the in-game daytime version? I'd like to see more of that one.
looking for a mod to try out different skills on, i'd recommend going for a HL2 or UT2k4 mod. both have plenty of opportunities to work on your organic/soft-bodied object modeling skills. good luck!
More angles, better lighting.
I think there are some areas of the texture which are too busy (lots of thick black lines squashed up next to each other) which are kinda hiding the shapes and making it hard to read closer up.
Looks good overall though, thanks!
Here's some of the other stuff done over the course of modding this game.
The second one I didn't texture, though I supplied the high res renders and the low res model.
I'm epileptic and was to sick to model arround that time (ie couldn't look at a computer screen for longer than @ 20 minutes without getting the shakes) getting an LCD screen has made me hope that I might be able to pursue this beyond the hobby stage.
These two models have a single 512x512 ingame texture. The top image is a render using the 1024 version however.
Yeah, variation in saturation would help this a lot.
Might be my monitor is washed but I think the night version is rather nice- maybe toss in some cool colors- like a faked blue moonlight on the surface. Your shadows are really jaggy- is there a way to smooth those in the level without tanking performance?
As a crit I'd say the line of rectangles under the 'wing' on the back of the marauder is a bit wavy. But anyone that faces that thing ingame won't be looking at those (if they know what's good for them).
PS. You should post up your other stuff (particularly those highpoly Rifleman and Canis renders).
I think you need to simplfy your skin. It almost looks like you turned the mech inside out and all the armor is on the inside, with the guts and bobs on the outside? You need to remember that it will be seen at a distance and needs to retain its shapes. From a mech stand point it is pretty obvious that is there just to be candy. Hatches should have purpose other than crazy detail.
- If you can show a hatch has pourpous then it won't come off as crazy detail. Why would someone put 5 identicle hatches running the lenght of a piece of armor when one hatch would work fine.
- With all those vents it screams sand traps. Dirt and sad getting into places they shouldn't be, would be a bad thing. Mech designers might not put so many ways for a mech to fall to something as common as mechanical failure?
- Those square plates behind the cockpit could be turned into some other kind of detail, like kill tags that are painted on.
- With so many small straight lines, it shows off some texture streching which normally would be hidden.
Here are the changes I would make, in paint over form.
Sometimes simple is the key.
there is of course a happy medium, designing within the constraints of the level of suspended disbelief engendered by such as a 100 ton walking robo-tank, but i think verybad's already there.
btw, verybad, the description of your workflow sounds like you're pretty close to ready for a normal-mapped workflow. you've got all that stuff modeled out, isn't much of a leap to put that data into a normal map and not just the skin. hope the LCD works out for you, i've found mine easier on the eyes generally speaking than my old CRT.
A range of distances to give an idea of ingame texture looks. Most fighting occurs at the medium to long range.
I also included some vehicle shots from real untis that have influenced my design philoshopy re detail
For comparison purposes I included two marketing screenshots from the original (nonmodded) game. My mech is using 3 TGAs while theirs uses only one, so mine can support more detail more clearly. Although considering their work is just one 512x512 it holds up pretty well.
(it IS a 4 year old game)
...Your shadows are really jaggy- is there a way to smooth those in the level without tanking performance?
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Heh. THOSE shadows on the ground are on 16x Anisotropic Filtering and 8xS antialiasing. They're MAX quality on a modern machine at 1280x1024 resolution (also max for the game)(3 gHz speed, 1 gig ram, 128 meg PCI-E card). It's just an old game. Detail textures on the ground are only 64x64 for example. The game runs at over 100 FPS on my machine. Can't do any