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created V3 - Missile
on 03-03-2010 04:06 PM
C&C welcome
maybe an missile SDK ??
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, spline,
177 Posts,
Join Date Nov 2009,
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http://english.pravda.ru/science/tec.../1326-hitler-0
Maybe some background story about V3 for those into ww.
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, spline,
177 Posts,
Join Date Nov 2009,
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Nice one serialkiler;
Have you planned on working on its normal and the back end? There suppose to be an accelerator exhaust. I forgot what you call that.... 
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, veteran polycounter,
2,919 Posts,
Join Date Dec 2009,
Location Sauga, ON
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Quote:
Originally Posted by Nitewalkr
Nice one serialkiler;
Have you planned on working on its normal and the back end? There suppose to be an accelerator exhaust. I forgot what you call that.... 
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thats wy i posted it. not to read your useless post asking for rust and normal maps.
this is not last gen.
it was not to be shown and could be only a white missile, but still i did more than needed whit it. btw do i need a reason to post my work :S didnt know that..
anyway thank you all for your efforts.
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, spline,
177 Posts,
Join Date Nov 2009,
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need to edit the shader, use multiple lights, and use normal maps.
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, dedicated polycounter,
1,402 Posts,
Join Date Dec 2009,
Location Texas, USA
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is that a mesh problem or just common practice ? tanks anyway 
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, spline,
177 Posts,
Join Date Nov 2009,
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Quote:
Originally Posted by serialkiler
is that a mesh problem or just common practice ? tanks anyway 
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Hi Mr. Troll!
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, veteran polycounter,
3,269 Posts,
Join Date Oct 2004,
Location Kirkland WA
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Looks like in the middle the texture is a little off alignment as it is stretched, I would also tone down the red a bit. It will look really saturated if it's lit.
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, card carrying polycounter,
2,094 Posts,
Join Date May 2006,
Location Canada
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Quote:
Originally Posted by serialkiler
is that a mesh problem or just common practice ? tanks anyway 
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definite troll, spot the clue
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, polycounter,
984 Posts,
Join Date Jan 2007,
Location melbourne
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I would make a High poly, And Bake it
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, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
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the presentation is bad: - stretched and blurry textures
- bad render setup (add some lights at least and turn on a FG renderer like MR)
can't tell much about the model because it seems rather simple and doesn't reveal at this stage any geometry that I could comment on.
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, veteran polycounter,
3,041 Posts,
Join Date Mar 2008,
Location Sydney Australia
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its a 256x texture and it will be rendered passing by player very fast or hit and explode
so y would i do high poly + bake, if i can keep it simple ? wy would i need specular + ao + difuse + normals ?
wy every WIP posted on polycount has to be next gen and rusty ??
this is wy games sucks this days.
Cant you guys make comments and critiques for every type of models or if its not next gen its a bad mesh ?
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, spline,
177 Posts,
Join Date Nov 2009,
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Quote:
Originally Posted by serialkiler
its a 256x texture and it will be rendered passing by player very fast or hit and explode
so y would i do high poly + bake, if i can keep it simple ? wy would i need specular + ao + difuse + normals ?
wy every WIP posted on polycount has to be next gen and rusty ??
this is wy games sucks this days.
Cant you guys make comments and critiques for every type of models or if its not next gen its a bad mesh ?
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Okay, if you want to make it last gen, then at least texture it properly.
Or if it is supposed to be a sloppy job because it goes by so fast, then why even showcase it, if it is not intended for show?
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, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
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now that you talked about it xD
i guess i could extrude the faces inside down a bit i think will do it.
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, spline,
177 Posts,
Join Date Nov 2009,
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No, you dont need a reason, but why do it if you disregard all critique given to you? That is a really bad attitude. Also, normal maps or not, the texture is really bad, not because its low resolution, but because it stretches awfully, and has ugly repeats.
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, dedicated polycounter,
1,486 Posts,
Join Date Nov 2009,
Location Copenhagen, Denmark
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There's no need to be stand-offish about this, people are just trying to help.
The rust suggestions may have come based on what you have painted already, the middle green area looks like it's supposed to be peeled away revealing another layer of paint, there appears to be dents in the fins.
I think bumping up the contrast of the texture could help.
Make the paneling lines more noticeable.
Add a separation line for the red cap, and de-saturate that red it is too bold compared to the other colors.
Maybe add a slight gradient to the red cap so it fades from a slightly lighter red to a deeper one.
It could help to do that for the whole missile, actually. right now it feels very flat (I understand that it's just going to be flying by), but you might as well make it look good.
Having slight color gradations can add a lot of visual interest without really adding much to what you currently have.
I don't think it needs a normal map, however, it would benefit greatly from a spec map.
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, spline,
137 Posts,
Join Date Jul 2009,
Location The writhing south
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Quote:
Originally Posted by mLink
There's no need to be stand-offish about this, people are just trying to help.
The rust suggestions may have come based on what you have painted already, the middle green area looks like it's supposed to be peeled away revealing another layer of paint, there appears to be dents in the fins.
I think bumping up the contrast of the texture could help.
Make the paneling lines more noticeable.
Add a separation line for the red cap, and de-saturate that red it is too bold compared to the other colors.
Maybe add a slight gradient to the red cap so it fades from a slightly lighter red to a deeper one.
It could help to do that for the whole missile, actually. right now it feels very flat (I understand that it's just going to be flying by), but you might as well make it look good.
Having slight color gradations can add a lot of visual interest without really adding much to what you currently have.
I don't think it needs a normal map, however, it would benefit greatly from a spec map.
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this was useful. tanks
ill take that in mind on the next missile. i think i UVmaped this whit a plane UV in the middle so its the same both ways, it was intended to be only white and red. i guess i should have did an cylindrical UV mapping after i got the idea of a better texture. i also forgot the turbine xD tanks to Nitewalkr for pointing that out ^^
you know i read almost of the PnP here and all comments are the same
looks like copy paste just to improve post count or something.
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, spline,
177 Posts,
Join Date Nov 2009,
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Maybe if its not meant to be seen in a still image like this..since it would be zooming past at high speed, you could add a rocket trail, or even show it with some motion blur on it so we could see how it would look in action.
Also, as far keeping it low res and not using normal maps etc...it could always be possible that when you are in a game level with people firing off rockets...there may be some stagnant ones laying around that would end up being seen...and in that case it might not hurt to add more detail to the texture.
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, dedicated polycounter,
1,414 Posts,
Join Date Feb 2010,
Location Champaign, IL USA
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Wire frame overlay?
Texture sheet and UV unwrap?
Multiple angles?
Views similar to what the player will see?
It helps to post these kinds of things if you want more in depth feedback.
You can't fault someone for not knowing that its ok to have blurry mess of a texture because no one will ever see it, when you post a still shot... It reads more like you're making excuses and trying to explain things away, kind of shameful really.
Quote:
you know i read almost of the PnP here and all comments are the same
looks like copy paste just to improve post count or something.
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I find myself repeating some of the same critiques not because I want a higher post count (working on the opposite actually) but because the same basic mistakes are being made.
If you don't like reading about some of the basic mistakes you've made, don't make them.
I think its pretty clear not everyone was in love with this rocket to the level you are. You need to be your strongest critic, if you're constantly blind to your mistakes because you're in love with everything you do, then you're going to have a hard time growing as an artist.
If you're rude or combative to people who try and help, then you're never going to go anywhere and no one will want to work with you.
Last edited by Mark Dygert; 03-04-2010 at 09:41 AM..
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, Polycount.com Editor,
13,966 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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I will Model one just to show you that Normal maps helps. :P
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, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
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ill ask the programmer if he could send me some realtime renders to see how it looks.
telling make high poly and bake isnt realy a critique or render in MR. thats not helpful or an error, maybe if you are in doubt they could just asked, thats what i do anyway.
mLink post was a great help hes actually loosed some of is time to comment on the missile and i tank him for that.
maybe its my fault for not telling right away what was the missile purpose im sry for that.
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, spline,
177 Posts,
Join Date Nov 2009,
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How many polygons it has right now?
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, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
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Looks to me like u made up a shape and went with it. That is not a V3 rocket.
If you are going to do art based on a real life object, do some research, and more importantly, do some visual research.
http://www.astronautix.com/lvs/a9a10.htm
^ this is a link containing diagrams of what the V3 would look like. Remember the V3 was never finished.
And if you actually read that link you posted - you would have eventually come across the same info as me.
5th paragraph it says: "Wernher von Braun also developed A9/A10 missile by 1943. The missile was then called V3."
I then searched for those missiles.
And the most useful image on the above link:
A bit of reading says the V3 test missile's designation was A4b - here is the design above, and that the further developments of the V3 where then designated A9/A10.
Your V3 looks nothing like the real thing, and it looks nothing like the V2 - which the V3 was a evolution of, hence my suspicion of your inaccuracy.
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, triangle,
402 Posts,
Join Date Oct 2009,
Location South Africa
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I made this in less than an hour, you could get good results if you Unwrap it correctly and you make a High poly model for it to bake some normals.
548 Polygons
Last edited by Cap Hotkill; 03-04-2010 at 03:08 PM..
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, polygon,
618 Posts,
Join Date Feb 2010,
Location Spain
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http://www.sg.hu/kep/2000_11/red_alert2_bemutato_01.jpg
http://images.google.pt/imgres?imgur...Nty4jAeD743FDw

all those are called v2\v3 yeah world sucks
it as 3 lod stages
the lowest stands at around 150 tris
LOD1 - around 700tris
LOD2 - around 300tris
LOD3 - around 150tris close to 200 i think
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, spline,
177 Posts,
Join Date Nov 2009,
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