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hellbender
10-08-2005, 09:10 PM
Hi all...after a loooong time i'm come back with an old (my pity) model reworked...i hope i'll do something really new to see in the future.

Well, the model is 4238 tris, due to all that beveled edges. The textures are really big 2 1024x1024 and two 512 x 1024, they are at working res, but i thought that they express very much that way.

I know there are a lot of glitches, but i'm too lazy to rework it another time....

So i hope you enjoy it.

UPDATED PICS, these are the final rendering, with bump and specular, i like them, cause they look a little like Halo 2 look.....

http://www.meshflow.com/pics/lp_ms_wire.jpg

some lit Opengl

http://www.meshflow.com/pics/lp_ms_ogl_lit1.jpg
http://www.meshflow.com/pics/lp_ms_ogl_lit2.jpg

hellbender
10-08-2005, 09:14 PM
Other shots taken from Opengl.

http://www.meshflow.com/pics/picz/ms_self_shot01.jpg
http://www.meshflow.com/pics/picz/ms_self_shot02.jpg
http://www.meshflow.com/pics/picz/ms_self_shot03.jpg
http://www.meshflow.com/pics/picz/ms_self_shot04.jpg

Gordon Moran
10-08-2005, 09:59 PM
Superb texturing, just superb. Love the detail and creativity. Maybe a bit less uniform wear on the metal, or less wear in general. The close ups look fantastic, but from far it doesn't read as well because in my opinion the wear on the metal makes it appear too cluttered. But that's very minor. Some of the nicest texturing I've seen in a while!:thumbsup:

itsallgoode9
10-08-2005, 11:23 PM
cool model and textureing....I think you should look into doing a normal map for this model, as it seems like it would work VERY well at giving all those details good depth

retardedmonkey
10-09-2005, 01:42 AM
Very very nice work. I agree with itsallgoode9 this would look even better with a normal map. Even without it, it looks amazing. Once again great job man.:)

WAcky
10-09-2005, 02:46 AM
Superb texturing, just superb. Love the detail and creativity. Maybe a bit less uniform wear on the metal, or less wear in general. The close ups look fantastic, but from far it doesn't read as well because in my opinion the wear on the metal makes it appear too cluttered. But that's very minor. Some of the nicest texturing I've seen in a while!:thumbsup:

pretty much what i would said. great texturing but the wear is a little overboard. :D

REALLY REALLY awesome work tho man! :buttrock:

It reminds me so much of the style from natual selection that it brings a tear to the eye.

incase anyone doesnt know what natural selection is, google for some images coz their site is down...

well done good sir.

Jerkazoid
10-09-2005, 08:23 AM
rip it apart? /cracks knuckles

poly count is a bit high for my tastes however i know its from the bevel.. i a 2k version might not look as kick ass from close up, but id be more impressed with a lower poly count, just me though.

well that is some solid rendering on the texture.
but there are some minor areas where the depths are a bit too flat feeling.

lets see,. the scratchs on the green metal = WAY too uniform imo. there are places where such grinding just wont happen as frequently as others. you have shown attention to this with the edges being highly worn, but not in the Bot as a whole.

id like to see some indications of self reflection right where the mesh makes tight angles, it would have to be subtle im sure, but imo the subtle emphasis is best (oxymoron much?)

what no oil drips or dirt? well ok so its show-room worn eh? wink-wink nudge-nudge (im totaly just being a jerk here)

great job though seriously,
now rig it so it can transform into a tank AND a plane!!!

hellbender
10-10-2005, 11:15 AM
yeh....i know that all that worn it's a little confusing, but i love the effect "oh, there is a little scratch there, and a little mechanical piece there, and a little somewhat there.....". I'm mainly a baroque kind.....

I think i should add some variation on the colouring on some parts, like different paintet plaques here and there, or stickers, but i cant figure what color use, avoiding to break the militay overlook...any idea?

SHEPEIRO
10-10-2005, 11:50 AM
i would actually get rid of the yellow paint and make it all green, or two closer shades, as this is contributing to the busyness, then concerntrating on getting those scracthes less uniform.

then worry aboot stickers.

hellbender
10-10-2005, 12:26 PM
I think i'll keep the yellow.... painting the tex all green will not help. Yellow breaks a little, and i like it, i think it's enought camo.....

xX_eXiGe_Xx
10-10-2005, 05:17 PM
Wow. Now that is awsome O.O.

the_podman
10-10-2005, 08:19 PM
Hi there. Great work!

My crit would be to add more tonal variation to help the peice read better. Right now, the only thing you've got to break up the individual "sections"(i.e, torso, arms, hands, head, etc.) is the yellow color. However, color alone is not enough to break it up. If you simply "group" sections to have a certain tonal level, it's make to peice pop imho.

If you want to clearly see this, "desaturate" the above image. You'll notice that without color information, the peice starts to turn into a uniform value. You'll want to vary these values to seperate the "sections".

Here's what I did really quickly to fix this...
1. Make a copy merged layer of everything and place it on top.
2. "Desaturate". Uniformity of tonal variation becomes apparent without color information.
3. Lasso and adjust the brightness/contrast/levels of the greyscale so that it "reads" in greyscale
4. Change the greyscale layer sytle to "luminosity"....


http://www.rodbrett.com/lpMOD.jpg

CuTnPaste
10-11-2005, 08:22 AM
AMAZA !!

great work !

:thumbsup:

SHEPEIRO
10-11-2005, 08:26 AM
cool tip PODMAN:thumbsup:

OZ
10-11-2005, 08:53 AM
PORC!....U rox really!...what an amazing mapping!!! lord of textures!?

salud to CuTnPaste too!

-oz-

Piz
10-11-2005, 09:03 AM
R U L E Z !

:bounce: :applause: :bounce:

hellbender
10-12-2005, 10:35 PM
Ok...i played a little with textures...now i think it's more interesting....and less noisy....i've added some anchors for the eyes, like the red plaques and the stickers..... i like it more.

http://www.meshflow.com/pics/picz/mb_rew_01.jpg
http://www.meshflow.com/pics/picz/mb_rew_02.jpg
http://www.meshflow.com/pics/picz/mb_rew_03.jpg
http://www.meshflow.com/pics/picz/mb_rew_04.jpg
http://www.meshflow.com/pics/picz/mb_rew_05.jpg

the_podman
10-13-2005, 12:48 AM
Dude, that is looking a million times better! Really nice. My eyes can now immediatly pick out the head, body, and legs. Nice work!

How are you getting that nice "spark" effect with realtime rendering? It's very nice. Is it Maya High Quality viewport rendering?

-pod

SammyB
10-13-2005, 04:02 AM
How are you getting that nice "spark" effect with realtime rendering? It's very nice. Is it Maya High Quality viewport rendering?

-podI was under the impression they were just realtime stills from an open gl engine of some form?

hellbender
10-13-2005, 07:32 AM
Yes, the stills are taken from maya. The spark effects are only two textures mappend on a plane and a cone....could be mapped also on a plane, but i wanted the cone effect of the muzzle flash.

here are some flats, i know the uv layout could be better, but i repeat...it was an old concept reworked :) i've learned how to optimize UV layout.

http://www.meshflow.com/pics/picz/mb_tor_fl.jpg
http://www.meshflow.com/pics/picz/mb_arm_fl.jpg
http://www.meshflow.com/pics/picz/mb_hed_fl.jpg
http://www.meshflow.com/pics/picz/mb_leg_fl.jpg

and the weapon muzzles:

http://www.meshflow.com/pics/picz/muzz1_fl.jpg
http://www.meshflow.com/pics/picz/muzz2_fl.jpg

the_podman
10-13-2005, 11:35 AM
Beautiful work, there. Came out great. Nice website you have, btw too.

About the UVmap optimization, you might want to look into Maya 7's new "Warp Texture" feature. It allows you to "transfer" pixels from an old UV map onto a new UV set and "bakes" it into a texture sheet. It's very similar to Max's "render to texture". I used this feature with my last model. I already painted out this rendered peice, then realized I didn't do the UV shell so well, so I transfered the pixels over to a new map. It yeilded good results for me. Works best with "non organic" peices like the one you've got.

Just to let you know :)

-pod

hellbender
10-13-2005, 12:07 PM
Cool..never heard about that feature! I'll try.

kaisasose
10-13-2005, 01:50 PM
Apart from the GINORMOUS textures I like this piece. Glad its finally got some shiny stars.

Well done dude. :)

Teratron
10-13-2005, 06:41 PM
Absolutly awsome!

Any plans to put this into unreal or something, would be fun to run around with this guy!


Keep up the work!

Por@szek
10-14-2005, 06:19 AM
Great work.

I love the detail awesome work.:buttrock:

5 stars from me !!

hellbender
10-15-2005, 02:34 PM
Thank you all guys....updated the pics on top with new renderings. I think it's finished.

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