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Xena
09-22-2007, 12:07 PM
http://www.minzhuart.com/Lucifer.html

Sorry, my images are bigger than 35K.

Xena
09-22-2007, 12:13 PM
Appreciate some help for how to post clear images here.

Xena
09-22-2007, 12:44 PM
http://www.minzhuart.com/Images/Lucifer/nolightfrt.jpg

Xena
09-22-2007, 12:45 PM
http://www.minzhuart.com/Images/Lucifer/nolightside.jpg

Xena
09-22-2007, 12:46 PM
http://www.minzhuart.com/Images/Lucifer/wirefrt.jpg

Xena
09-22-2007, 12:46 PM
http://www.minzhuart.com/Images/Lucifer/wireside.jpg

Xena
09-22-2007, 12:47 PM
http://www.minzhuart.com/Images/Lucifer/Texture8.jpg

1024x1024

Neo_God
09-22-2007, 12:57 PM
you have some great geometry going on there. But the texture suffers because that's all it is, it's just texture. It seems like a diffuse map that would be used on a normal mapped model. You need to define the edges of of the geometry in the texture more. You also need to sharpen things up, as it's looking fairly muddy right now. But you have yourself a nice solid mesh and base texture right now.

Xena
09-22-2007, 01:00 PM
Thanks for the great advice. I haven't learned how to use diffuse or nomal map yet, but I will. It's not finished yet.

Any tutorials on how to use diffuse map?

Sectaurs
09-22-2007, 02:35 PM
ha. he's great. fun design.

Neo_God pretty much nailed it. Were you planning on getting normal, bump, spec, etc. maps on it? Or were you shooting for just the one diffuse? If so, you need to go in and paint all that other info onto your map. And go easy on that noise overlay.

The Ben
09-22-2007, 02:37 PM
The diffuse map is the image you've already done. It's the base color image. It has a bunch of other names, but diffuse is technically the most correct.

Xena
09-22-2007, 04:14 PM
The original idea is just to use a single texture with occulation maps baked in. Maybe I will do a specular map of it.

Also thinking of design an environment for him. Gonna be steampunk like, bioshock style.Any reference, ideas?

javi
09-22-2007, 06:01 PM
[ QUOTE ]
Also thinking of design an environment for him. Gonna be steampunk like, bioshock style.Any reference, ideas?

[/ QUOTE ]
I don't think that a bioshock style could fit this, I would say more along the lines of Dungeon Siege, or Warhammer, would fit it well.

seforin
09-22-2007, 10:54 PM
so another warmachines influnced model arises yea your texture work is really nice, For a model like this I dont suggest making a normal map unless you built the geometry high poly first, I dont think your details will transfer over very well.

models painted very nice, arm needs some more work, and definetly needs a spec to this

Also im doing a envrionment secretly for my warmachine guy as well. Ironic, you better not disapoint me with your environment there buddy! /images/graemlins/laugh.gif

Xena
09-23-2007, 07:35 AM
well, bring the game on!!! /images/graemlins/crazy.gif

Been your website, very nice stuff. We do have similar styles.

seforin
09-23-2007, 09:59 AM
oh god, that website is ANCIENT, All the new stuff im doing is all on polycount for the last good year.

Im hoping to have that damn thing updated with the new work soon enough /images/graemlins/frown.gif

oh a big piece of help I can offer for the environment is to think of "steam boy" as what you should build , Im doing a factory for mine, maybe you should do a battle field as oppose?

Xena
09-24-2007, 07:49 AM
I am thinking of an interior battle field with glass ceiling with giantic cannons. Maybe do a slight variation of my steam boy as opponent. U have any reference link sources?

Mark Dygert
09-24-2007, 08:41 AM
Some Ref that might help get things going.
http://www.rpgamer.com/games/ff/ff7/propaganda/ff7ostpg5.jpg
http://www.blog.speculist.com/archives/the%20monorail.jpg
http://static.flickr.com/88/221840029_c1a7badaf3_o.jpg
http://images.jupiterimages.com/common/detail/15/09/23110915.jpg
http://www1.istockphoto.com/file_thumbvi...on_interior.jpg (http://www1.istockphoto.com/file_thumbview_approve/2478119/2/istockphoto_2478119_train_station_interior.jpg)
http://images.google.com/imgres?imgurl=h...ficial%26sa%3DN (http://images.google.com/imgres?imgurl=http://www.vrlondon.com/vr/london/nonjava/_stns2.jpg&imgrefurl=http://www.vrlondon.com/vr/london/stns2.shtml&h=384&w=512&sz=64&hl=en&start=11&um=1& tbnid=Tbm6X1R-6rZKLM:&tbnh=98&tbnw=131&prev=/images%3Fq%3DVictorian%2BRailway%2Bnewcastle%2Bsta tion%26svnum%3D10%26um%3D1%26hl%3Den%26client%3Dfi refox-a%26rls%3Dorg.mozilla:en-US:official%26sa%3DN)
http://www.daversteels.co.uk/projects/1159879225_Web%20Padd%20Station%201.jpg
http://www.dkimages.com/discover/previews/1053/20222215.JPG
http://www.dkimages.com/discover/previews/959/90073199.JPG
http://www.opacity.us (<-appears to be down for some reason, but has some AMAZING shots of a brewery, an old power station and many others)
http://www.vigville.com/forum_images/Wallpapers/Piranesi00.jpg
http://www.vigville.com/forum_images/Wallpapers/Piranesi01.jpg
http://www.vigville.com/forum_images/Wallpapers/Piranesi02.jpg
http://www.vigville.com/forum_images/Wallpapers/Piranesi03.jpg
http://www.vigville.com/forum_images/Wallpapers/Piranesi04.jpg
http://www.vigville.com/forum_images/Wallpapers/IndoorTrainYard.jpg
http://www.vigville.com/forum_images/Wallpapers/93456_1164762030_large.jpg
http://www.vigville.com/forum_images/Wallpapers/204461884_4ca562f8f1_o.jpg
http://www.vigville.com/forum_images/Wallpapers/121620_1170360217_large.jpg
http://www.vigville.com/forum_images/Wallpapers/0000003582.jpg (<- from Opacity.us)
http://www.vigville.com/forum_images/Wallpapers/0000003229.jpg (<- from Opacity.us)

The Umbrella Man
09-24-2007, 10:18 AM
This seems like it needs some rim light and more baked in shadows. No way right now to tell where the detail in the metal is. Add some spec color to the diffuse to show highlights, establish a lighting scheme, maybe bake a light map.

Xena
09-26-2007, 04:48 PM
Wow, The reference links are great! Exactly what I needed. I personally like low saturation, bleaked scenes, but the robot is pretty desaturated, maybe a contrast will work well /images/graemlins/crazy.gif

Xena
09-28-2007, 05:56 PM
anyone can give me some help on how to do specular maps? I really need to polish it now.