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#1 (permalink) |
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Artist
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Tower : TF2 Inspired Tower
Tower! I'm doing a study in TF2 style. While not adapting the style entirely, I really love the FUN that they bring out of the asset. It gives each asset so much character.
Took about 8 hours total which includes a 2nd texture pass and some issues when downrezing. Thanks for any feedback in my WIP section. More to come. |
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#2 (permalink) |
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New Artist
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I really hate the fact that there is no Anti-aliasing? it ruins the whole thing imo
The texture on the pipe also looks way to bland, and the wooden boards nailed to the vertical beams should be bigger (in width)
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www.zer0.be Tactical Ops: Crossfire(UT2k4) Level Designer Tactical Ops 3(UT3) Level Designer |
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#4 (permalink) |
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Senior Artist
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Osiris, you might take a look at the texture again, its way too realistic for team fortress. TF2 has a handpainted feel and almost no hard details, everything should blend in the background and the player models should stand out, if I would see this in a TF2 map it would not feel right.
The model itself looks cool though ![]() |
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#5 (permalink) |
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Artist
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I agree with you Sniper. That is why I put "While not adapting the style entirely". I really wanted the colors, and the graphic layout of it. The ability to give the Tower character. It is too contrasty for an actual TF2 map. Merely inspired by. Thanks!
Andrei313: Thanks a lot! Zer0: Good call. I was actually having a hard time getting it to render to fit my graphic layout. Finally I just turned all lights off and screen capped at huge res. I'll look into more texture on the pipe, but that is one area I really hit hard on the TF2 style. Maybe I will add some more painted brush strokes. |
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#6 (permalink) |
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New Artist
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Yeah, well, the pipe might be TF2 style, but if it doesn't fit together with the rest, its no good.
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www.zer0.be Tactical Ops: Crossfire(UT2k4) Level Designer Tactical Ops 3(UT3) Level Designer |
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#7 (permalink) |
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Founder of Statspaddling
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"I really hate the fact" "It's no good" - Try sounding a bit more polite Zer0.BE. I'm guessing it's not your intention, but some may find it a bit offensive
![]() And as for the model, I do indeeded like it, very nice texture on there. Though I'll have to agree as for the pipe lacking a bit of detail compared to the rest. The only other thing I've thought about which yet has to been mentioned would be that you might want to increase the strength of the normals to bring forward the wavy shape of the metal plates ![]() Other than that, good work! Cheers
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#9 (permalink) |
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Game-Artist.net Admin
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Like i said in the IRC channel. Love the presentation
. Make something like that for every prop you make, and you'll have a very nice collection of posters ![]() The texture, well, it has been said above basically, although with 100 props next to it ingame i don't think anybody will realy notice. There is one thing I noticed just now. I don't know how you modeled the pipe, but the vertexes of the last two intersections near the bottom look a bit dodgy. Splines are excelent for modeling stuff like this, dno if you used them here
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