AuthorTopic: Robot wip  (Read 17668 times)

Offline ptoing

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Re: Robot wip

Reply #10 on: June 17, 2009, 09:12:20 pm
Ah I think I know what you mean, I did that in some places a bit.

About the Q3A models not being all that, yes that is possible, but even the Quake 1 dude only has 4 sided legs and such (like my robot here) but unlike with my robot the front of the limbs when pointed down is an edge and not a face, which makes a big difference for the silhouette.

EDIT:

Rough test. Did you think something in this direction?
« Last Edit: June 17, 2009, 09:46:13 pm by ptoing »
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Offline madPXL

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Re: Robot wip

Reply #11 on: June 17, 2009, 09:47:51 pm
Really nice model ptoing but...the texture...or maybe I should say the uv mapping... :'(

I think that you should work with rectangular/square uv as some of mine:


When I'm looking at your robot, some pixels look not great (when you have black line for example)
and you could have more pixels to use if you made some optimisations :)

also it takes more time too...

Offline Gil

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Re: Robot wip

Reply #12 on: June 17, 2009, 10:12:29 pm
The way Ptoing does it, he can add lots of creases and other techno detail, without it being warped. Only square parts is good for simple models requiring low texture detail with lots of gradients.

Offline Arne

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Re: Robot wip

Reply #13 on: June 17, 2009, 10:38:38 pm
In this case you have something rather pointy so omitting edges and going lost/smooth is harder. There's not a lot of structure to the design either (eg symmetry and square Gundam'ish plates). The shoulder pad front doesn't look rectangular and there's a lot of triangles and haphazard angles going on. Not a lot of figurative shapes, so you'll end up doing nonsense vents, rivets and panel lines just to fill the immediate superficial... surface with something. Some parts looks like rather lazy quad... face extrusion or whatever it's called.


This is kind of nonsense, I just wanted to show what I meant about... fake subtractive edges not placed on actual edges. You could throw in some chipped of yellow paint... revealing silver metal or something I guess... but it'll have to be real subtle or on just some spot because it gets old real quick.
« Last Edit: June 17, 2009, 10:40:54 pm by Arne »

Offline Arne

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Re: Robot wip

Reply #14 on: June 17, 2009, 11:24:54 pm
E.g. break the edges sometimes, to make the geometry less blatant. If you have more complex geometry you can do more clever stuff than what I'm doing here. When you have softer edges you can start doing other things of course, like blending them together with gradients. In the image posted by someone above, no edge highlights are needed because there's contrast with the baked in shading anyways. Gradients on flat faces can make things seem buckled and curved (unless it's baked in ambient shadows for armpits and such) so sometimes it's better to just go flat if the readability of the face angle is important.



I'm probably being a bit to rectangular here, the panel lines could very well fight the blockyness instead (with angles and curves). The crux is to be able to do that while also following up on the form of the geometry.


On the Megaman Legends Reaverbots they did 45 degree bevels on very square stuff just with a baked in lightsource. See body and head of the Arukoitan. It's a little harsh when the bevels try to soften a 90 degree angle though, but this was a PS1 game. What I mean is that in some cases it may look nice to add geometry just with baked in shading/light.
http://www.legends-station.com/?page=motb/rvr-arukoitan

They used a pretty flat style and softened edges rather than highlighting them. See the circumference of the 'Horokko'.
http://www.legends-station.com/?page=mml2/rvr-horokko

The Kurobun has no edges around the legs
http://www.legends-station.com/?page=mml1/rvr-karubun


Edit: I'm not really critiquing Ptiong here, these are just things I've been thinking about and wanted to write down. If you look at the SupCom UEF stuff, they're doing a lot of beveled boxes inside the polygons, like on my red cube.

« Last Edit: June 18, 2009, 12:00:29 am by Arne »

Offline ptoing

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Re: Robot wip

Reply #15 on: June 20, 2009, 03:10:36 am
Cheers everyone, good stuff to consider. Esp Arne  :y:

progress


« Last Edit: June 20, 2009, 03:13:54 am by ptoing »
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Offline blumunkee

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Re: Robot wip

Reply #16 on: June 20, 2009, 06:03:58 pm
I like the color scheme.

The worn metal edges need to be more subtle. The center chest extrusion is especially garish.

Based on the UVs, it looks like you could add more asymmetry into the head and torso.

Offline ptoing

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Re: Robot wip

Reply #17 on: June 20, 2009, 06:41:49 pm
I like the color scheme.
Ta.

Quote
The worn metal edges need to be more subtle. The center chest extrusion is especially garish.
I know, it is so far only test and on a seperate layer \o/

Quote
Based on the UVs, it looks like you could add more asymmetry into the head and torso.
I know too. Once everything is textured I will do more stuff like I did with the shoulderpolygon where the skulls are. Enough little black spaces to fill up :)
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Offline Scribblette

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Re: Robot wip

Reply #18 on: June 22, 2009, 12:57:34 am
Just wanted to say, I think this is beautiful. :)

The texturing on the shoulders makes me think of the ships in Homeworld - I loved them.
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Offline Jakten

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Re: Robot wip

Reply #19 on: June 23, 2009, 02:23:03 am
I'm loving this, it looks so good. The colours are fantastic. Also I like what you've done to break up some of the symmetry, it's something I'll have to keep in mind.

I really love the texture of this and I'm pressed for crits. Maybe the area beneath his head could be a bit darker and might make the head and chest area pop a bit nicer. Also you put a highlighted edge in the orange area near his upper chest that cuts into the middle of the face. I think it would look better without it unless one of the sides were either lighter or darker.

I was just looking at the full untextured model and was curious what was going on with his hands? Are they going to be translucent crystal-type stuff?

hope this helps a bit  ;D