Comments: 37
Aranuman8160 [2011-05-03 09:36:39 +0000 UTC]
Odd, I think i've seen this turret in some RTS game before. Weird. :/
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sangheili117 In reply to Aranuman8160 [2011-05-04 15:48:47 +0000 UTC]
porbably every idea ever has already been done somwhere =/ this was out of my head though no research
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El-Bronco [2010-04-22 17:21:27 +0000 UTC]
Awesome! Btw, what ambient map for?
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sangheili117 In reply to El-Bronco [2010-04-23 10:43:26 +0000 UTC]
the ambient is to make the lights on the mech glow, it basically makes whatever UV space has the ambient colour will ignor shadows or darkness and instead, will appear to be lit.
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sangheili117 In reply to El-Bronco [2010-04-28 07:30:08 +0000 UTC]
just a tip, its better to use a colour rather than white with game engines such as unreal and if you give is some glow in photoshop then the area around the light will "glow" a little too.
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ArchDragon [2009-12-27 03:52:38 +0000 UTC]
Good detail, you've done well with the textures. Are the glowing bits on his legs just diffuse mapped? They really pop nicely.
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sangheili117 In reply to ArchDragon [2009-12-28 13:00:37 +0000 UTC]
the lights are both within the diffuse map and have an emissive/self-illumination map generated for them, the emissive map helps the glow really punch out the lights even when there is no lights in the scene.
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Dionicio [2009-12-14 03:23:39 +0000 UTC]
Very nice texture work, given that the model itself is so low poly, it looks really good overall. You could hardly tell it's low poly. The model looks well constructed too.
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sangheili117 In reply to Dionicio [2009-12-14 09:58:51 +0000 UTC]
thanks I made a whole bunch of these mechs too including some flying ones.
I'll be putting up the others soon.
thanks again for the comment
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DEElekgolo [2009-12-11 02:31:01 +0000 UTC]
Looks like something from halowars.
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sangheili117 In reply to DEElekgolo [2009-12-12 13:15:22 +0000 UTC]
lol I get that comment more than you'd think, thanks
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ILJackson [2009-12-10 23:18:31 +0000 UTC]
One day, I'll be able to UV map paint like that...one day...
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sangheili117 In reply to ILJackson [2009-12-12 13:16:10 +0000 UTC]
thanks but theres really not much too the texturing, its the cube map that keeps the whole model looking unique all over
thanks for commenting
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chienpuant [2009-10-14 03:20:55 +0000 UTC]
Great work and the design is really cool!
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sevenofeleven [2009-10-13 20:41:06 +0000 UTC]
Say!
Are you tired of screaming at kids to get off your lawn?
Well we have just the thing!
The Whippersnapper Whacker 6000 mini turret. Put one on your lawn and backyard and those kids will stay away.
Just turn it off when the mailman or local law enforcement folks come by or you will be in trouble.
Get one of these and save your voice!
Let the Whippersnapper Whacker 6000 mini turret speak for you!
Also comes in smaller versions for pigeons (BirdBlaster 2000) and those grey rats with bushy tails(SquirrelShredder 1000) too.
Looks great.
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sangheili117 In reply to sevenofeleven [2009-10-14 13:43:52 +0000 UTC]
xD that reminds me of the fatman trailer for fallout3 lol thanks
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NarukamiX [2009-10-12 20:37:17 +0000 UTC]
Nicely done. looks amazing.
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sangheili117 In reply to Ryuura [2009-10-03 06:59:28 +0000 UTC]
thanks
I was aiming for the new-ish kinda mashine to be honest. what I find is that if objects or vehicles emit some solar flare it takes away from the realism of the object, the only thing that should have flare is the fun like in games.
Zbrush is a program that quickens the process of generating a normal maps. basicly you import a .OBJ file into Zbrush and you use Zbrush to sculpt high poly details into the mesh. trust me just the body of this turret came to 300,000 polys in zbrush.
you then take the new obj exported from zbrush and import it into the scene. you transfere the map of the high on to the low one and the low poly model keeps all the detail from the high poly mesh.
in games characters can have anything between one and two million polys after a trip to zbrush.
thanks again for the comment
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KawaiiArt-uk [2009-10-02 15:07:34 +0000 UTC]
you shadow baked this...its good baby, I think there could be a bit more detail into the texture, like little scratches and marks..it looks to clean, but other from that its good..its not to high poly which I like to see.
Why is the image so big....?
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sangheili117 In reply to KawaiiArt-uk [2009-10-02 15:16:16 +0000 UTC]
thanks
I did add a large ammount of scratches already but only in areas that would have realistically recieved them such as around the dinted areas of the turret and the body.
asfor the clean look, thats what I wanted it to be like. I wanted the turret to look new as if it's only been in a few small fights.
its the cube map that makes it look so shiney.
and finally the image is so big because I wanted people to really see the detail of the model rather than just some small image sheet.
thanks again
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sangheili117 In reply to KawaiiArt-uk [2009-10-02 15:57:22 +0000 UTC]
lol tell that to bungie the ghosts in odst spakle more than dimonds xD
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KawaiiArt-uk In reply to sangheili117 [2009-10-02 16:45:46 +0000 UTC]
yeah, but you want your stuff to be original..not like bungies
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SilverenX [2009-10-02 10:27:27 +0000 UTC]
Real nice use of texture. Poly painted?
Are there norms or rules to organizing uvs this way (particularly if I'm working with multiple subtools or combined meshs)? Looking around for tutorials on this subject
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