[QUOTE=Bapaul;43065635][IMG]http://puu.sh/5BMJW.jpg[/IMG]
For some reason I think I'm not doing these right but I don't quite know what to change[/QUOTE]
It looks as it the scales are painted, not actually there.
[QUOTE=sky_216;43065088]Dome or enclosed, dome or enclosed?
[IMG]http://i.imgur.com/2KwoXkP.png[/IMG]
Any other advice/critique of concept so far welcome :)[/QUOTE]
Are you going to split this on 3 models?
[QUOTE=Zero_;43065725]It looks as it the scales are painted, not actually there.[/QUOTE]
Well they are, more wondering what to do to fix that. Normal mapping is probably making it way too noisy
[img]http://i.imgur.com/5K4eg7R.png[/img]
I managed to fix that darn diddly dastardly seam on the band, finally.
[t]http://i.imgur.com/RukLrwz.png[/t]
I've also finally decided on some base team colours. The ones in the vote were team spirit / value of teamwork / cream spirit, so I've changed them slightly from what they were. Anything I should do before I add strokes and do the finishing touches?
Edit:
I think I need to add to the texture, but what do I do?
[b][img]http://www.facepunch.com/fp/ratings/zing.png[/img] - Stripes
[img]http://www.facepunch.com/fp/ratings/information.png[/img] - Spots
[img]http://www.facepunch.com/fp/ratings/heart.png[/img] - Plain[/b]
Edit2:
Okay, got subtle strokes. Seeing as plain is most popular atm, I should probably leave it like this.
[img]http://i.imgur.com/wleUvJz.png[/img]
[QUOTE=sergiuung;43064918]No wonder so many particles were missing from the new update, totally forgot to update this.
[url=https://www.dropbox.com/s/p4dp40v2p6skgvy/Glowing%20MvM%20Cash%20v1.2.zip][img]http://horobox.co.uk/u/errur_1386206406.png[/img][/url][url=http://www.youtube.com/watch?v=sFkLbC7pOSs][img]http://horobox.co.uk/u/errur_1386193041.png[/img][/url]
Available colors: Dark green, light green, white, purple, pink, blue. Forgot to put into the promo. Oh well.[/QUOTE]
Wait, is that Click for Video in the new template Dutchman added?
If so, damn, what other goodies are in there?
[QUOTE=thecuntsman;43063207]Oh boy Square's not gonna be happy about me changing his design a looot.[/QUOTE]
Change it back or i'll cut you...
[QUOTE=Old Hermit;43066132]Wait, is that Click for Video in the new template Dutchman added?
If so, damn, what other goodies are in there?[/QUOTE]
Nah, I edited it myself. And it looks broken in quotes
I decided to make robo version of chargin targe. Could I have some feedback or opinion? Especialy about spike and should I make it damaged as original one or not.
[IMG]http://i.imgur.com/6vvdfjc.jpg[/IMG]
Currently it looks like a low poly version of the normal targe.
Perhaps you should put more thought in the concept. Maybe making the targe 2 chunks of metal badly bolted together with a spiky bit on it?
[QUOTE=Frying Dutchman;43066527]Currently it looks like a low poly version of the normal targe.
Perhaps you should put more thought in the concept. Maybe making the targe 2 chunks of metal badly bolted together with a spiky bit on it?[/QUOTE]
Could try that. Thanks.
I've been thinking about replacing spike maybe with some sort of device maybe.
[QUOTE=Whiskered;43066498]I decided to make robo version of chargin targe. Could I have some feedback or opinion? Especialy about spike and should I make it damaged as original one or not.
[IMG]http://i.imgur.com/6vvdfjc.jpg[/IMG][/QUOTE]
I´d say make it completely metal, unlike the original which had some wood elements, and try to do a more robotic design then the medieval one the original has.
Hey guys might as well ask this while the getting's good. I've never messed too much with the phong settings in the material settings. I was noticing that you could map the phong on the items.
So how does that work? Are the spots that you make brighter in the texture shinier and the darker spots duller similar to a specular map?
Sorry if this has been asked a ton before. I'm learning as I go and I want my bomber jacket to be as nice as possible.
Oh and an update on that... I handed the rigging over to the warm loving hands of JPRAS. While I'm waiting I'm getting the preview pictures together as much as I can and cleaning the textures up as much as I can.
A glimpse...
[T]http://i.imgur.com/anI1GNM.jpg[/T]
[T]http://i.imgur.com/7EYqqEz.jpg[/T]
[QUOTE=ClauAmericano;43066558]I´d say make it completely metal, unlike the original which had some wood elements, and try to do a more robotic design then the medieval one the original has.[/QUOTE]
That's what I am trying to do and who said that there will be wood? It will be composed of different metals that's for sure. Possibly I will also replace blood stains with oil stains.
[QUOTE=Frying Dutchman;43066527]Currently it looks like a low poly version of the normal targe.
Perhaps you should put more thought in the concept. Maybe making the targe 2 chunks of metal badly bolted together with a spiky bit on it?[/QUOTE]
Take a metal valve grip for the ring bit. Then a rusted circular sheet of metal for the "wood" bit. Then have a giant screw going through both to hold them together and have the screw protrude outward to form the spike.
[QUOTE=Psychopath12;43066667]Take a metal valve grip for the ring bit. Then a rusted circular sheet of metal for the "wood" bit. Then have a giant screw going through both to hold them together and have the screw protrude outward to form the spike.[/QUOTE]
Pretty nice idea might try it. Maybe replace the sheet of metal with buzzsaw?
Now I have some progress on another concept of it. Better? Worse?
[IMG]http://i.imgur.com/ujjfeuZ.jpg[/IMG]
[editline]4th December 2013[/editline]
Right then. I have three versions. Could you take a moment and vote on one?
[IMG]http://i.imgur.com/DfF9vgq.jpg[/IMG]
[QUOTE=R.M.T.B.;42919456]So filipianosol, are you going to add more mat picmip-10 weapons,buildables, or anything else?[/QUOTE]
I'm sorry I can't manage to keep up with the flow of this thread.
Yes I'm going to update it on a constant basis, just tell me what still looks low-res to you. To my knowledge, not much more textures are constrained by a low mipmap. They mostly used that technique earlier on.
I have a question, should i model the thread on the bolt or texture it and bump map the crap out of it ?
i think a hubcap from a tire might be a cool idea for a robo targe
[QUOTE=Karmal Khan;43064065]The vaporization is a hardcoded effect in the engine from half-life 2 that's just recolored through additional coding, and to my knowledge cannot be altered. The rescue ranger trail effects are similar to the huntsman arrow trails I believe, which are also hardcoded.[/QUOTE]
Turns out the rescue ranger trail effect can be modified editing vmts (like huntsman arrows or baseball trails.) But i still cant find anything about the vaporization effect, maybe you are right.
Anyways, thanks for the help.
Would an album of 130+ pictures I took today at the royal armouries of armour, medieval weaponry, guns, guns and more guns be of any use to anyone here?
I think it would.
[QUOTE=Mellowbloom;43068129]Would an album of 130+ pictures I took today at the royal armouries of armour, medieval weaponry, guns, guns and more guns be of any use to anyone here?
I think it would.[/QUOTE]
I am remaking the valkyrie, and that would come in handy with maybe making more junk for it.
[QUOTE=A_Guardian;43068236]I am remaking the valkyrie, and that would come in handy with maybe making more junk for it.[/QUOTE]
Gonna try and weed the out some images that are really badly lit and then I'll zip them up.
Edit: It's uploading to my dropbox now, might take a little while on account of it being 626mb (as a .7z). Most of the pictures I didn't have time to stop and properly get up against the glass to take them due to trying to keep up with a tour, so there's some reflections, but not much (I had to take a few out that where basically a picture of me with weapons vaguely underneath my face). The ones I did get up close too are really nice and detailed though. They had some absolutely gorgeous sets of armour and weapons, some really outlandish-seeming stuff too. Hopefully it can help people out whether they're looking for ideas or just reference.
So I ma woriking on that shield, would you prefer:
Patch work of metal pieces for circular bit [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]
or
Circular Wood saw. [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG]
[URL="https://dl.dropboxusercontent.com/u/27584949/Armoury.7z"]Okay, this should work. Let me know if there's any problems.[/URL]
Hmm, I am trying to model a wood saw's blades but I have no idea how to do so tbh.
ezz good? Add more damage to it?
[IMG]http://i.imgur.com/IPwkvcV.png[/IMG]
Sorry no background any more.
that background hurts my eyes
bapaul and i are having a disagreement over the shape of these pajamas, which one would you prefer. keep in mind disagree is pretty much the original mesh.
[IMG]http://puu.sh/5Ca9T/40d5249dec.png[/IMG]
[QUOTE=Whiskered;43069279]Hmm, I am trying to model a wood saw's blades but I have no idea how to do so tbh.
ezz good? Add more damage to it?
[IMG]http://i.imgur.com/IPwkvcV.png[/IMG]
Sorry no background any more.[/QUOTE]
that looks nice but can you make the "spike"....well.... spiked?
[QUOTE=zipziggy;43070108]that looks nice but can you make the "spike"....well.... spiked?[/QUOTE]
Well it is supposed to be massive bolt instead spike, if you would run and hit with that somemone that wouldn't be much worse than spike. I all heavy duty bolts which I have seen where always flat or even rounded.
If you have suggestions how such thing could look like I will be happy to listen to it pal.
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