I think it will help to focus more on the bigger forms first, and the details later. I like the wing stripes, but the side lose it's shape to noisyness. The model will probably be seen very tiny, so you could question wether you would distinguish the tiny details vs visual noise.
That said it's a cool start, you can show it raw though, without AA.
St Joris do you think the shading is too soft? I was looking at your avatar and it made me wonder.
I turned AA off, filter maps, mip mappping all samplers. Did I miss anything? I'm wondering cause the image now doesn't look that different. I also rendered out the wires. Let me know hat you think. Thanks.
Sage, that's cool (about the UV layout for camo) as long as there was a reason for it (and that's a perfectly valid one) I was just going off what we see here, which seemed like a waste.
I tried pushing the shading further and fixed a few things I didn't like. Here it is. Thanks for the feedback. Tummerboy your comment was valid, and I don't mind, it's not like your going to hurt my feelings. I post to get feedback, so I can learn and improve. So let me know what you think and thanks.
That kicks ass man. I was thinking of cutting up the main body similar to what you did for the uvs. I'll have to give that a go. I'm working on a DS lamborghini right now, but will be making a spitfire after that.
some vehicles for a RPG project,512x512 diffuse for both of them,1 shared alpha sheet
are the colours too garish?i had to use an unbelievably crappy LCD while working on those,i`m not really sure how they turned out.
SUCCESS! After much frustration I've succeeded in getting a model from 3DSMAX into tf2. I'm thinking of making a tutorial to help explain how I did it.
Detailing looks pretty good aside from the pistol grip, that needs to be revamped, the shape is totally wrong there and you could add some more of the details in too.
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some vehicles for a RPG project,512x512 diffuse for both of them,1 shared alpha sheet
are the colours too garish?i had to use an unbelievably crappy LCD while working on those,i`m not really sure how they turned out.
[/ QUOTE ]
I think they look lovely, and see no problem with the colours, but I suppose that depends on whether or not they fit with the rest of the game
I've stalled on my DW3 entrance, so I've done a little more work on another project which I posted in the old WAYWO thread. John Cosmos:
Nice planes, love it. I wonder what happens if I do this.
Very wip just started it, but after seeing all the planes I decided to show this. I'm doing a Lamborghini Cuntach lp500. I post some more tomorrow. 100 tris I think.
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Thanks for all Dude's comment:)
that is the WIP:)
i am google this concept from internet,It from Warhammer40K,Hope you like it:)
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Looks good I haven't seen the ref but I'd make the human skulls much larger unless this dude is a giant, at the moment he looks like he's a baby killer according to the size of the skulls.
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Alex
That said it's a cool start, you can show it raw though, without AA.
I turned AA off, filter maps, mip mappping all samplers. Did I miss anything? I'm wondering cause the image now doesn't look that different. I also rendered out the wires. Let me know hat you think. Thanks.
Alex
Good work though!
Alex
did it pretty quick tonight, so it's not as purdy or refined as yours. I'll probably tweak it some more tomorrow.
Alex
are the colours too garish?i had to use an unbelievably crappy LCD while working on those,i`m not really sure how they turned out.
http://img214.imageshack.us/img214/913/wirejl8.jpg
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TACTICOOOOOOL
Detailing looks pretty good aside from the pistol grip, that needs to be revamped, the shape is totally wrong there and you could add some more of the details in too.
http://www.classicarmy.com/SCAR%20BLACK%203.jpg
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These are rockin!
I'm gunna do one my self I think.
~100 tris, 64x64 wip texture
Bout an hours work
http://spanks.sourceblog.org/walk_cycle.avi
I'm very new to the whole character animating thing
I've done first person animations for over a year now on and off
This is my first walk cycle with a proper character (thanks for the sdk btw )
the arms were giving me a ton of trouble, so I just gave up on em for now as I need sleep :P
I would greatly appreciate any help!
slightly better lighting.
101 tris
Someone has got to make a DS dogfight homebrew with these
some vehicles for a RPG project,512x512 diffuse for both of them,1 shared alpha sheet
are the colours too garish?i had to use an unbelievably crappy LCD while working on those,i`m not really sure how they turned out.
[/ QUOTE ]
I think they look lovely, and see no problem with the colours, but I suppose that depends on whether or not they fit with the rest of the game
I've stalled on my DW3 entrance, so I've done a little more work on another project which I posted in the old WAYWO thread. John Cosmos:
East does it beast!
Very wip just started it, but after seeing all the planes I decided to show this. I'm doing a Lamborghini Cuntach lp500. I post some more tomorrow. 100 tris I think.
Alex
that is the WIP:)
i am google this concept from internet,It from Warhammer40K,Hope you like it:)
Thumbs are a bit stunted though
eyes need more work :P
Tried my hand at boxmodeling a head, and liked it. Had no real direction when i started and it ended up looking like a pig.
and deathbychris ROFL win!
Thanks for all Dude's comment:)
that is the WIP:)
i am google this concept from internet,It from Warhammer40K,Hope you like it:)
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Looks good I haven't seen the ref but I'd make the human skulls much larger unless this dude is a giant, at the moment he looks like he's a baby killer according to the size of the skulls.
My first low poly model. 3333 tris including props...will probably be 5000 after the arms and hands. Critique welcome.
Textures is a ways away from now. Much to do..