View Full Version : underwater ship
oracrest
December 5th, 2003, 12:02 AM
heres the latest ship that I have been working on. It's an underwater assault ship. The concept sketch is by Sammy Hall. Lemme know what you think, and feel free to crit. I am still very new to texturing and hoping to learn as much as I can.
http://www.modelforge.com/fathom/clightassault.jpg
http://www.modelforge.com/fathom/lightassault32.jpg
oracrest
December 6th, 2003, 12:50 AM
heres an update on the texture, added some more details. Please crit.
http://www.modelforge.com/fathom/lightassault34.jpg
epiphany
December 8th, 2003, 08:57 PM
nice. i like the gritty look.
mephisto
December 10th, 2003, 11:38 AM
This looks really cool. Only thing I would say is to maybe try and add some subtle color variation to the orange...see if you can squeeze some cool colors into all that warm somewhere. You started to do it with red around the edges. I also feel like some of the intake stuff could use some added verts in the geometry to make it seem more real. Im not sure what your polly budget is though. Really cool ship.
poly_cube
December 11th, 2003, 01:23 AM
I like where this ship is going but I think the texture size is way to small. the main head (cockpit?) part of the ship is way to blury and you can even see the film grain on it.
try a 512 map)or 2 if you fancy but no more- save it as a tiff file and use that. also on the edges that look like they need to be smooth- soften the normals on the edge.
but poly count wise it looks really good.
oracrest
December 11th, 2003, 01:44 PM
thanks for the crits guys! always appreciated. I was told by the project leader that the original poly limit was a tad bit conservative, so I will be able to go in and add some more details, like beveled edges on the main intake wings. I have had to put this texture on hold for a bit. Here is a wip of the latest model ive been working on. Its for a heavy infantry.
http://www.modelforge.com/fathom/heavyscout08.jpg
and the concept art, by sammy hall
http://www.securevirtualpages.com/~sammyha/fathom/humans/lightscout/lightscoutfinal1.jpg
mephisto
December 11th, 2003, 01:51 PM
thats sweeet lookin.
you gonna put some deformable stuff in those joints or is it gonna be rigid riggins? What project you workin on, if you can say?
poopinmymouth
December 12th, 2003, 09:36 AM
great start man, but please put some of the dynamic proportions that are in the drawing into the model. mainly the flair of the quads and the fins. keep it up!
Millah
December 12th, 2003, 11:53 AM
Hey everything's looking pretty tight so far. One crit for the ship texture though (and i apologize to getting to this too late) is that it looks like it may be lacking sharp specular hilights. The main place that this sticks out to me is on the gun portions of the ship. All in all its a good texturing job though. Can't wait to see what you do with the heavy infantry unit.
davi
December 12th, 2003, 01:22 PM
looks fantastic!
very homeworld
ChadTHX1138
December 12th, 2003, 03:16 PM
Great Concept! get Sammy to post some more.
oracrest
December 12th, 2003, 09:40 PM
thanks for the feedback guys! Heres a little bit of progess, a tiny bit of leg tweaking, and add some joint sections. As far as how this will be rigged, i believe that I am going to do a smooth bind for the joints, and then parent the sections to bones. I am kind of worried, as this guy is already creeping up on a little over 2k tris, and I have yet to model a head for the inside of the helmet.
http://www.modelforge.com/fathom/heavyscout12.jpg
oracrest
December 14th, 2003, 04:53 PM
http://www.modelforge.com/fathom/heavyscout20.jpg
mephisto
December 15th, 2003, 09:16 AM
Lookin siiick dude, wish we had mo characters in our game, Im gitin jealous. You know about putin Vs in your joints? Looks like that thumb might be hard to get it to deform right, cant tell about the rest of the fingers or joints. That head looks nice for so few pollys. Is this a paid project? If it aint, you wont have any trouble gettin one after this stuff is done and in your portfolio. :)
oracrest
December 15th, 2003, 12:39 PM
thanks a bunch guys! heres another tiny update, just added a gun for him. As for your questions:
the polycount for the character is 2248 tris(without the gun), and I still have some things to add, like the engine pieces in the back. The limit given for him is 2500.
mephisto- What project are you working on? No, mine isnt paid, I wish it was, but I'm having fun with it. As for the hands, they will be modelled holding the gun, and not deform, so i can afford to go cheap on polys there.
Heres the link to the project, the main sites still under construction, but you can browse the public forums http://www.fathomthegame.com
http://www.modelforge.com/fathom/heavyscout24.jpg
mephisto
December 15th, 2003, 12:42 PM
I work for Blue Fang Games. Our project is unanounced, so I cant say yet.
I cant wait to see this guy textured....
oracrest
December 15th, 2003, 01:33 PM
Mephisto- oh sweet, I think blue fang games is pretty cloes to where Im living. Im in rockport, MA right now, Im not sure how far waltham is. You guys did the zoo tycoon games right?
mephisto
December 15th, 2003, 02:11 PM
yea. I think we will be hireing in about six months or so. Your work is good. Once you get all that stuff done send me a link to remind me and I'll forward it to our manager. You should check out www.bostonpostmortem.com for boston game companies if you havnt already. I sent a ton of stuff out just last month to most of the companies on that site...seems like its a tough time to get a job. I finally got a response from Blue Fang only because I had a friend who works here. I've only been here 2 weeks, but its freekin awesome.
oracrest
December 21st, 2003, 09:44 PM
well, I started to texture this sucker. It's sill a WIP. Im still a newbie at texturing, so please crit.
http://www.modelforge.com/fathom/heavyscout46.jpg
Legato
December 22nd, 2003, 10:08 PM
the only thing i can pick on is the concept artist's fault. the hydrodynamics of that fist ship are god-aweful... it would go backwards easier. other than that, you have stayed true to the concept. awesome work!
oracrest
December 31st, 2003, 12:02 AM
heres is some more progress..... let me know what you think!
http://www.modelforge.com/fathom/heavyscout50.jpg
davi
January 1st, 2004, 02:27 PM
you know what is funny... i know your trying for realistic but i actually think the sharp black lines and cartoony feel looks pretty neat on this guy. the giant visable polys aren't too fun though(the flippers)
keep it up i wanna see the progress
mephisto
January 5th, 2004, 07:41 AM
i agree with davee about the cartoony feel to the outlines...if thats the style then it looks great. If you want it to feel more real then you should light those indentations correctly. I.e. highlights where the light hits the rims, shadow where it dont. Looks sick though...I like the wair details a lot. Maybe try and put in some subtle warm color shifts. Or maybe its getting oxidzized and turning aqua-purple in some spots? Looks awsome. Nice and clean.
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