Hey guys, I'm working on an RTS project with a few guys and I the lead (and only) modeler at this stage. I'm really going to use this to work up my (abismal) skills, and would like all the help I can get. I have seen some guys go from shit to awesome on these boards from the advice of you guys and I thought, hell, why can't it be me. Anyway enough chatter.
My first building is a basic (token) power generator. Going to be used to just get the engine displaying everything the way that we want. Sitting at 179 tris, and I don't know where to go from here. Yeah there is some stretching, will work on that tomorrow.
Here are some shots from xnormal
And construction shots...
High Poly
Texture
Glow
Normal
Spec
Cheers guys
Replies
I think it could use a different hue for the texture. The grey and blue reminds me of gears of war. Something to define the race or team/faction of the building would be cool.
where are the windows/doors? Adding things like that will add a strong sense of scale. Remove the big chips (seriously, those chips would be man-sized).
Figure out where you'd want to put team colors and overlay them onto the texture. I believe the EA RTS games (C&C/LOTR/whatever else uses that engine) use an alpha mask to mark where the hue shifts should be, so you get a full range of lights/darks, and can paint dirt/wear onto a teamcolor strip easily.
However, it should be noted that being an RTS, there would be other units in the area to help ground the scale. Quad/fan up those big N-siders on the sides!
As for the N-siders, it was just the end of a default cylinder. It it *wrong* to leave it like that? I thought the game engine just read it is triangles anyway. Thanks for the comments!
Also, the idea for this is it was a building that is self sustained and can't be entered. Thats why I haven't put in any windows or doors, but I will definely take a look at that.
Anyway, the idea here is to just make normals in crazy bump. Is it common or accepted practice to do that in a low polygon model, because I found that trying to bake normals from a high poly in these really low poly items just causes a shitload of smoothing errors, and nothing looks nice.
185 polygons, btw.
Concept by another member of my team, William Li
The top of the turret needs to be smaller because the sides are not sloping at all.
Loving that generator, looks great.
Spark
Spark, as you have worked on so many, what are some of the restrictions I can be looking at in terms of polycounts, map sizes, ect. I was just thinking in terms of size on the screen and the amount of one unit that will be on screen at any one time. Eg, grunts = small = lots of them so then I keep polycounts and tex sizes low (128). Also, what sort of benifits do you find from Normal mapping and stuff, and is it really worth it. We are using Ogre, and not being a programmer I have been led to believe that the material system is actually quite good, with alot of support. Thanks for the critiques guys, really helpful !
I am having alot of trouble with this one. First off, I am finding it hard to work colour into the diffuse, but its looking very bland and boring as it is. Also, the normal map doesnt seem to be turning out as it should, which is also very annoying. Any tips or crits would be awesome! I changed the wheels and sloped the top of the turret.
Diffuse
Normal Map
So I decided to make a high poly and bake an object space normal map instead, and already the results are obvious. Quick 2 minute bake here. Comments are welcome
Normal:
AO:
Wip:
Cheers
Hope that helps.
Spark
have a look at how metals are drawn in good textures, how to fake lighting effects by drawing it in, youll be able to make a nice little car with no use of expensive fancy effects just goood old art
sorry for the shameless self promotion =P , but heres something i made a fewyears ago, a 512 map colourmap only
I'd still like to play around with normal maps just for testing, but to begin with I suppose it would be best to work up my painting skills
Thanks all, great crits!
Made the high poly and new low poly side machine gun. Let me know what you think!
Normal
AO
Keep in mind, these are unaltered bakes just to get the idea, will have to perfect them.
And from Xnormal.
Cheers guys
And thanks for the crits!
http://boards.polycount.net/showthread.php?t=50986
I really need a good nudge in the right direction when it comes to texturing metals, as most of this guys armour is a reflective metal, and I have had a couple of dismal attempts. Been looking here http://www.itchstudios.com/psg/art_tut.htm but still am massively struggeling.
Images
Cheers
I think the normal map is just wasted. The objects are small, view won't be close, and most likely they'll be in one position? So you won't notice the normals while moving around and seeing how light reacts.
Also you've got jaggy edges on the body normal which tends to make it look worse.
I think just a really well done diffuse and maybe some more polys would be the best bet.
just saw your new post
the metals should have really tight/sharp specular.
So when you paint the highlights paint it in the very middle/highest spots and make it a small but bright highlight.
Almost white, but I like to leave a little color under it in most cases.
The metal took me forever :S
at the moment it's kind of like, unsure where the light is actually coming from.
The shield was an afterthought, that why it has such horrendous texture distribution, but I cannot be bothered trying to fix that now, I need to move onto other things.
Crits still welcome of course
Hes sitting on 344 tris, should be low enough to have plenty of them running around on screen at once.
Cheers
Edit:
Yeah, the helmet leaves much to be desired, but it will do for now. I'm going to try and rig and animate him now.