The textures look REALLY busy. The designs are pretty cool, but the textures make them really hard to make out aside from recognition like "The green one".
What really does it is that the textures are very homogeneous over the whole mecha. The glowy bits everywhere, and the general lack of part differentiation make them.. less plausible feeling, more toy like.
if you'd asked for crits, I'd have said they're a little too busy in the texture detail department, could use a little more focus... but they look great as is. Definitely wouldn't mind blasting the shit out of a bunch of commies in one of those.
Thanks for all feedback guys.
First of all about texutes.
Keep in mind they have 26 skins each of different style and detailing. And each that skin is shared between all of them.
So these 4 just use 4 example skins on shots above.
Here is texture layout as requested. It is shoted from 1 mech. Empty areas are used by other mechs parts and weapons.
There is lots of tricky tiling.
For example here are some skins of other styles. (You can check all skins by link posted in 1st post)
Someones played mechwarrior/battle tech before (*Cough* Madcat*cough* vulture *Cough*)
Heheh, nice work though, but like its been said above, the textures are REALLY busy. Try and get more of a unified and flowing texture palet I think like you did for your black mech. (also, every edge doesnt need to be worn down mee thinks). Great work though, Im impressed!
I thought that's what you were doing with the textures and layouts.
*remembers* ahh yes it IS your tank pack I've worked with. heh
So while it saves space, and makes it faster to make a whole heap of texture variations, it really hurts the individual models in terms of presentation and quality. With a layout like that any given sheet has wasted space for each model, so unless you are showing multiple models with the same texture scheme on screen at once there isn't any savings in terms of memory etc, and only waste of texel detail in most applications.
They are overrendered. You cannot see the forest for all the trees.
The models and the textures are very interesting, but you cant focus on any part of them since the "attraction value" is exactly the same all over the mech.
For instance, don't put the glowy bits all over. Just where you want some attention, like on the guns, the cockpit, and maybe the feet.
the lack of specularity makes them look very flat, combine that with how busy the textures are with all the "gray" chippings (they really just look like gray patches) of paint etc. and it just looks like a mess.
whereas a good spec map and some thoughtful lighting will help define the different shapes.
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they certainly look neat, but i can't tell what the fuck is going on with any of them
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Agreed. I especially like Cronus, but the textures are waaay busy and the only thing that really unifies them is the color. green guy, orange guy.
Agreed the textures are too busy but its a huge body of impressive work, well done. The good thing is its easy to take some of that detail out. Bad new is you put all that work into making noisy textures. Oh well live and learn. Remember that mech have a lot of complicated machinery but you don't need to show it all on the outside. They are also heavily armored and armor is rarely delicately and intricately detailed. I did this paint over for someone who had the same noisy texture issue you do. If it was you I need to stab you in the nuts a few times for not listening =P http://www.vigville.com/forum_images/mech.gif
The first thing that went through my head was that you tiled too many of the details. So theres not a whole lot of uniqueness going on in the model as a result. So I couldn't at first glance tell what the model was, I actually had to stare at it for a few seconds before it clicked in my head, "ohh that's a mech".
Your texture in places looses descriptive purpose, so make sure each inch of the texture conveys a part, and that the parts look functional, because right now it looks novel, but not like a killing machine. Too many lights and whatnot.
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3rd edit (sheesh): Not to mention he posts here under his company name and uses the boards as advertising service, sorry, leaves a bad taste in my mouth.
Replies
p.s. dig the top pic the most, that curve and posture kicks ass.
What really does it is that the textures are very homogeneous over the whole mecha. The glowy bits everywhere, and the general lack of part differentiation make them.. less plausible feeling, more toy like.
if you'd asked for crits, I'd have said they're a little too busy in the texture detail department, could use a little more focus... but they look great as is. Definitely wouldn't mind blasting the shit out of a bunch of commies in one of those.
First of all about texutes.
Keep in mind they have 26 skins each of different style and detailing. And each that skin is shared between all of them.
So these 4 just use 4 example skins on shots above.
Here is texture layout as requested. It is shoted from 1 mech. Empty areas are used by other mechs parts and weapons.
There is lots of tricky tiling.
For example here are some skins of other styles. (You can check all skins by link posted in 1st post)
and guns with different skins
If only more glow maps to enhance the beacons were added on.
Heheh, nice work though, but like its been said above, the textures are REALLY busy. Try and get more of a unified and flowing texture palet I think like you did for your black mech. (also, every edge doesnt need to be worn down mee thinks). Great work though, Im impressed!
*remembers* ahh yes it IS your tank pack I've worked with. heh
So while it saves space, and makes it faster to make a whole heap of texture variations, it really hurts the individual models in terms of presentation and quality. With a layout like that any given sheet has wasted space for each model, so unless you are showing multiple models with the same texture scheme on screen at once there isn't any savings in terms of memory etc, and only waste of texel detail in most applications.
reminding me of N64 games TBH
The models and the textures are very interesting, but you cant focus on any part of them since the "attraction value" is exactly the same all over the mech.
For instance, don't put the glowy bits all over. Just where you want some attention, like on the guns, the cockpit, and maybe the feet.
its detail for the sake of detail.
greeble madness.
whereas a good spec map and some thoughtful lighting will help define the different shapes.
they certainly look neat, but i can't tell what the fuck is going on with any of them
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Agreed. I especially like Cronus, but the textures are waaay busy and the only thing that really unifies them is the color. green guy, orange guy.
http://www.vigville.com/forum_images/mech.gif
love, no?
Your texture in places looses descriptive purpose, so make sure each inch of the texture conveys a part, and that the parts look functional, because right now it looks novel, but not like a killing machine. Too many lights and whatnot.
Did any of that make sense? Probably not.
3rd edit (sheesh): Not to mention he posts here under his company name and uses the boards as advertising service, sorry, leaves a bad taste in my mouth.
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Yeah i gotta agree here.