Your carapace armour looks like its made out of PVC or vinyl. Changing the colours of the specularity to reflect the colour of the metal itself should give you a more metallic look I think.
Theres seems to be a large quality loss in your normals on your low poly mesh, moreso that is usually seen with this type of stuff, the highpoly mesh was very impressive but what you've got here dosent really stand up to that at all IMO. Part of it is the texture work too i think, it just comes off as very simple and plasticy, no real color variation, just some highlight edges and a little bit of damage. Perhaps a lot more variation in your specular would help to give a more rich surface, and color variation overall and in your specular as well. And posibly some varation of value too on different materials, make some of the smaller details a light color with a different specular value, having everything that one blackish color makes all your details read as a whole instead of acutally seperate parts. Also theres some areas where it looks like your detailing really just kills the form of the mesh, if you look at the feet you cant tell any of the details in the normals map at all there anymore, it just looks like a random mass of pixels that dosent really read as anything.
[edit] Oh yes, also did you bake any ambient shadows out for your color map? That would probably help to add quite a bit to your texture if you havent.
hey guys thx for the replies
EW= you're actually right on some of the points you're making. I was kinda lazy on the skin (blame me for that but that mostly plain true). I might come back to it and improve it.
ya buddy, thats defiantely looking much mich better now. This actually stands up to the quality of your highres. Minor gripes on exactly how you're doing the damaged edges in some spots, look too think and uniform. But that may jsut be a result of texture size.
just as a FYI, this crazy guy is texturing with a mouse...(may explain somehow the lack of precsion in some areas) though I do agree with EQ on the weathering logic you had, but I already told you that, also, maybe adding a metal texture into the damaged parts would help making them looking less uniform.
have you considered making the guns and pipes polished light steel? Seems like that might help to pop them out from the olive armour places and black metal sections so people could appreciate the forms more.
I agree with ror here but i would do something to the object as whole as far as values go. Everything is a very simmilar tone thus resulting in a level of greyness when it comes to stuff popping out. I mean this model does have some cool stuff but it's hard to read.
This guy is looking absolutly sweet!! some of the scoring doesnt seem to make much sense (damage wise) unless you consider the possibility that the enemy is using sustained fire laser weapons.
My only suggestion at this point is an extra poly or two to flesh out the sensor suite. The lower "eyes" are a bit cut off.
hey steakhouse, the scratchs and stuff are supposed to show the damages caused during battles, such as lasers weapons, bullet ricochets, dirt, etc...
As for the "extra polies" you're right, i could actually add one or two edges on the sheels here and there too.
Thanks for the comments.
seeing this makes me want to do some high poly vehicles too.
great inspiration.
It would be cool to see this composited into some really strange locations, like in the middle of a supermarket parking lot next to some regular sized cars. You could have some 6 yr old staring up at it curiously.
awesome man!! hard to choose a favourite but I think I'l go for the blue because of the nice contrast- although I think the render should be lit slightly stronger.
My only nitpick is the front of the gun barrels, the holes seem to me not quite perfectly regular, as could be expected from a minigun, unless I'm imagining it
That looks pretty damn nice, you may want to re-render your normals map through d3's normalbump because that will generally fix any seam issues you're having and just plain work better than normals generated in a different program will work in d3. You can tell theres some incorrect lighting in some areas and its most likely because its from max or whatever.
EQ - yeah NMS were rendered in max7 (which is ok most of the time but I have to try the renderbump in Doom3, i know it smoothes the normals around all the seams).
Daz - thx man, yeah i had hard time getting used to the shader system but now that's allright. Expecially since I come from the Unreal engine stuff!
since you've already got it in game it would most likely be really easy to do it too, if you edited an exsisting shader theres paramaters for renderbump stuff. You probably just need to place your highpoly model, change the filenames and set AA amount and image size. Then just load up d3 and type "renderbump <path to low poly model>"
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chico
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chico
Reminds me of the Digital Extremes game, for some reason. Uh... http://www.darksector.com/
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lol, carefull now (inside joke sorry), Jean will laugh
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Reminds me of the Digital Extremes game, for some reason. Uh... http://www.darksector.com/
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lol, carefull now (inside joke sorry), Jean will laugh
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ROLF !!! PWNED, YOU ARTWORK THIEF !!! :P
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chico
Like carbon fibre armour or something, instead of dirty steel
[edit] Oh yes, also did you bake any ambient shadows out for your color map? That would probably help to add quite a bit to your texture if you havent.
EW= you're actually right on some of the points you're making. I was kinda lazy on the skin (blame me for that but that mostly plain true). I might come back to it and improve it.
Thx for the comments guys
chico
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chico
I think the colormap seems to be a bit blurry. Maybe show some flats?
I'm always in awe of someone who has the skill and patience necessary to create mecha.
Damnit I have to hurry up on that pilot
(close to completion i guess)
chico
Looking cool.
r.
ror - good call, i just updated the pic above^^
char - yeah maybe man, i'll see, depends on how much free time i'll have:)
Amazing design there. i agree that the guns need more pop. Maybe an alternate damaged version normal/skin with exposed circuitry/wires.
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chico
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chico
My only suggestion at this point is an extra poly or two to flesh out the sensor suite. The lower "eyes" are a bit cut off.
As for the "extra polies" you're right, i could actually add one or two edges on the sheels here and there too.
Thanks for the comments.
Thx guys for your interest
chico
great inspiration.
It would be cool to see this composited into some really strange locations, like in the middle of a supermarket parking lot next to some regular sized cars. You could have some 6 yr old staring up at it curiously.
well done.
dabu
Now lets see that sucker walk...:)
thx
chico
enjoy
chico
My only nitpick is the front of the gun barrels, the holes seem to me not quite perfectly regular, as could be expected from a minigun, unless I'm imagining it
chico
figured out how the glow (self illum) works in the shader system
chico
Daz - thx man, yeah i had hard time getting used to the shader system but now that's allright. Expecially since I come from the Unreal engine stuff!
chico
great stuff,
jer
Alex