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[HP] ~ 3D Sketchbook Thread

  • -HP-
  • July 23, 2008 at 11:34 PM
  • Spellbinder
    • December 14, 2008 at 3:38 AM
    • #21

    I can't actually give critisism on the stuff at hand since i am not that good at modelling. But it at least looks good to me What i can say though is that you are doing a good, working through it and learning and actually trying to get better, and thats something i can respect, so good job and keep it up!

    Oh also about that moss thing, i really don't know but a thought went through my mind when i saw it at first, that the lower part of the roof had a bit more moss on it and i thought, hmm thats rather logical, since the rain and moist is going downwards, making the bottom more moist and therefore it would grow more there. But then i read all saying more on top so i got unsure.

  • -HP-
    • January 21, 2009 at 12:30 AM
    • #22

    Thanks a bunch Spelly!

    Here's something I started to work for the mod Lost World Returns.

    Original model by, Hawke, I did the UVW's, and I'm texturing it.

    Still half way there, but I'll post a WIP picture nevertheless. Difuse only on the body. As you can see, the grey meshes still need to be textured, they'r that way on the picture, cos I'll be using another separate sheet for it.

    [Blocked Image: http://i43.tinypic.com/2mc14.jpg]

  • e-freak
    • January 21, 2009 at 8:04 AM
    • #23

    dunno how large this gonna be ingame but you could check into tiling those textures and giving them more resolution. also make sure to give it a more individual look. if im not mistaken i spot at least 4 unchanged cgtextures.com resources. mind showing the flats for further comments?

  • -HP-
    • January 21, 2009 at 11:01 AM
    • #24

    Yeah, I was half way there making this diffuse when I regretted not using tiles in the UVW's. But It's not such a big deal because this prop will most probably be used on a cinematic. and if it will be used ingame, you wont be able to get very close to it.

    Also, using individual UV's helps creating more variety into the texture, since I didn't want to make a orange sub, like the one in uncharted, or this ref:

    http://farm1.static.flickr.com/134/3702 ... d170c7.jpg

    I wanted to give it a little more color variation.

    I'll post the sheets later today. I'm far from being totally satisfied with it, since I've rushed some of it but I guess it will do the job.

  • -HP-
    • January 21, 2009 at 11:25 PM
    • #25

    Some test materials

    [Blocked Image: http://i43.tinypic.com/24vl9if.jpg]

    [Blocked Image: http://i40.tinypic.com/168y681.jpg]

    [Blocked Image: http://i44.tinypic.com/9kz7f7.jpg]

    [Blocked Image: http://i44.tinypic.com/29o0qo5.jpg]

    difuse: (original 4096*2048)

    [Blocked Image: http://i39.tinypic.com/2zfrg2e.jpg]

  • Buddy
    • January 22, 2009 at 7:03 PM
    • #26

    You could have as well go with tiling textures to archive that tbh

    Looking forward to the final version.

  • dux
    • January 22, 2009 at 7:09 PM
    • #27

    I like it! But it does feel a bit... samey.

  • Minos
    • January 22, 2009 at 7:10 PM
    • #28

    wow that´s one hell of a huge texture

    Looking good but you could use tiling textures as the others have said.

  • hessi
    • January 22, 2009 at 7:28 PM
    • #29

    i agree with texture tiling. (especially when you are using clone stamp in the texture so much). i suspect the texture to be blurry in close ups anyway. tile maps for the win!

  • KoKo5oVaR
    • January 22, 2009 at 9:38 PM
    • #30

    Looks sweet hp ! But since you went that way, when you don't have the resolution, you can have unique details. You could add some windows or some metal pieces, holes for the torpedos.. there's a lot of thing to do

  • e-freak
    • January 22, 2009 at 10:10 PM
    • #31

    or show some wire frames - sometimes you can give a certain numer of faces the tile and add some specialised tiles inbetween (or if pc/tc allows for that just model some additional details)

  • -HP-
    • January 22, 2009 at 11:42 PM
    • #32

    Yeah, I should have used tiles! Too late for that now, I must deliver this prop right away for a LWR teaser video we are going to release soon!

  • D3ads
    • January 23, 2009 at 10:51 PM
    • #33

    Looks good so far, as others have said the texture size means you can add a lot more detail. I can't help but feel too, since this isn't shown up close that the texture size is a bit excessive!

  • -HP-
    • January 24, 2009 at 12:23 AM
    • #34

    [Blocked Image: http://i42.tinypic.com/29e547b.jpg]

    First ingame test!

  • e-freak
    • January 24, 2009 at 9:26 AM
    • #35

    ah looks great ingame really does the job. should consider changing some colors though depending on the final scene - at the moment it lacks a bit of contrast to the background. some greenish tint might do wonders when it comes to readabilty

  • Minos
    • January 24, 2009 at 4:26 PM
    • #36

    Wait, I thought this submarine would be like 50 mts long ingame considering you are using such a huge texture

  • -HP-
    • January 24, 2009 at 4:43 PM
    • #37

    Will do e-freak!

    I made the original 4096*2048, Imported into the game with 2048*1024. Specs and normal, 1024*512.

  • Punky
    • January 24, 2009 at 4:43 PM
    • #38

    Looks great HP!

  • Rick_D
    • January 24, 2009 at 5:28 PM
    • #39
    Quote

    difuse: (original 4096*2048)

    lol wat

    Aside from the lack of tiling textures (why not!?) I would say the submarine looks much too small; looks like a 2 or 3 man sub rather than a proper big sub.

  • -HP-
    • January 28, 2009 at 6:06 PM
    • #40

    thanks for the crits on the sub guyzz! Now i gotta texture the guns and I'll post the results here, later on.

    Now, here's a very quick foliage test on CE2.

    [Blocked Image: http://i35.tinypic.com/2ajueyh.jpg]

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