View Full Version : Need Feedback... [7 WIP Images]
02-24-2002, 11:56 AM
Here is a one man minisub I am working on.
I still have a lot of work to do on it but I just wanted some feedback to see how I am doing.
Updated Images of New Cockpit
Thanks for your comments in advance.
02-24-2002, 11:32 PM
Here is one of the engines and control surfaces.
The vertical controls are still needing some more work.
Notice the Rear View mirrors on the canopy support beam.
02-24-2002, 11:37 PM
I like it, but it's a little bit to classic...
Add some effects, little details & try do something about that texturing (that will change a lot i think).;)
02-24-2002, 11:59 PM
CHRiTTeR: To classic? How so? Also, could you elaborate on what you think I should do with the textures? (Other than break up the mirror look on the engines.)
02-25-2002, 12:12 AM
Well what i mean by a little to classic is, that it looks nice, but I can't see what's it for.
Is it for military use, then add some guns or maybe even a shieldgenerator
Is it for scientiffic use, then add robotarms or something
About the textures:
Can't u use metal plates or something and make it look a little less 'used'.
02-25-2002, 12:48 AM
CHRiTTeR: Its actually a one man mini_sub that is going to be used in an animation. Its sole use is kinda like a car, but underwater.
I can't say much about the animation other than it is still in Preproduction.
As for the textures, the script calls for it to be very used...Almost to the point of sinking kinda used.
So thats why the textures are so dirty.
02-25-2002, 12:56 AM
Oh, sorry then!
Just one thing then, if u wanna make it used without having that 2-smooth effect use a noisy bump-map. That should do tha' trick!;)
02-25-2002, 09:54 AM
This model is far from finished so I will be adding a bunch of things in the near future. Bump maps and such included. ;)
02-26-2002, 03:02 AM
Here are 3 images with the wireframe turned on (Visible)
Wireframe on Surface.
Low wire Tessellation (Least amount of Isoparms to create object)
High wire Tessellation (All of the Isoparms to create object)
I normally work with the wire Tessellation on low.:D
02-26-2002, 04:47 PM
02-26-2002, 09:48 PM
02-26-2002, 09:50 PM
For how lang r u in 3D??
Use LW right :confused:
- Me beginner, me know no much about this (yet!) -
02-26-2002, 09:51 PM
Did I say LightWave ???
Nononono, what I meant was 3DStudio MAX!
02-26-2002, 11:34 PM
Chritter: I have been working with 3D applications for about 3 years now. (Lightwave 5.6, and some Lightwave 7)
But I am modeling this Mini-Sub in Maya 4.
I have only been using Maya for about a year now.
02-26-2002, 11:48 PM
I think your "mini-sub" is cool, looks kinda like a stingray. No modeling suggestions, I just floated up here from the Aftereffects forum.
02-28-2002, 07:26 AM
telecaustic : Thanks for the comments. I am working hard on getting the Cockpit textured. It is taking a lot longer than I thought. :)
2 more images of to show the cockpit progression.
02-28-2002, 07:47 AM
Whaaa.. . .. .. That's really beginning to look nice !
02-28-2002, 10:51 AM
this is coooool!
I dig the organic smoothness... Superstreamlined...
Model the hud / cockpit. Don't just slap a bunch of images on a plane. model it with switches and dials and artificial horizons (useless in space, but cool to look at), damage readouts, toggles, nurnies and greebles.
When modeling the interior for my a-wing, I thought, well, this is a culture that has faster than light travel, and light sabers, and droids.. the cockpit should be suave... smooth, nothing to draw blood when your head gets knocked on to it... But that's boring. And unrealistic. I doubt that any sub (or really any craft for that matter) will ever have the star-trek smooth controls that we would love - because switches provide tactile feedback. Look at the most advanced space ship in the world - the space shuttle - the cockpit in that thing has a bazillion buttons and switches and knobs and dials... Perfect : )
Other than that, some more greebles on the back of the seat, and some controls (handles, throttles, hud projectors, etc.) and it'll be good to go.
PS - make some of your dirt and damage geometric - your texture looks neat, but having some displacement on your mesh (cuts and dents) will enhance it a whole lot.
02-28-2002, 01:17 PM
Cloak: Thanks for the comments.
Although I am not able to model the entire control panels as this model is needed in an animation. The cockpit controls would only slow down the render time of the animation which would put it behind schedule. Plus, at this point I don't even know if the cockpit will be seen in the animation. So that too may be removed to save time.
To model all that detail is cool but time consuming and I don't have the time.
Maybe after the project is over I will go back and do that, but can't at this time.
02-28-2002, 05:34 PM
awesome model and textures...
i'm wondering if you're willing to shair that paint like texture:) the original... or did u make that effect yourself?:O
02-28-2002, 10:33 PM
TBKoen: thanks for the comments.
I made the textures myself using Photoshop 6.0
Filters I used...
Clouds (Do a selection by color on it to remove some areas)
I had to bake out the main body texture first then add the dirt and damage to it.
03-01-2002, 12:27 AM
Nice sub man, Maya 4, man you must be good.
03-01-2002, 03:37 AM
Raul-Reznek: Thanks for the comment.
I consider myself to be a Beginner to Intermediate with Maya as I have only used it for just over a year now.
It's not to hard to learn when you have a great mentor and friend to help answer your questions. [I won't let him do anything for me accept answer questions.]
And believe me...when a friend trashes your work...you learn quickly what you did wrong.
Here are 3 more images of the cockpit. It is going slower now that this is all detail work, and texturing.
03-02-2002, 03:15 AM
Here's some more of the Seat and Cockpit.
Made the Seat texture fit a bit better.
Mirrors are actually reflecting now. :)
Canopy is dirty and dash is a bit dinged up.
i think that the glass may it be more dirty
01-13-2006, 01:00 AM
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