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#1 (permalink) |
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Artist
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LM71 Stalker Gunship
The LM71 Stalker Gunship is a single seat, VTOL gunship capable of interstellar flight and atmospheric operations. It's dual rotating thrusters provide automated and smooth hover, as well as propulsion capabilities. Armaments include two nose fuselage mounted energy barrels and a "Big Willy" Energy cannon mounted on the belly. It is able to rotate and drop payloads based off of the pilots HUD.
The final model stands at 3,870 Poly's. This was a giant learning experience for me and plan to improve on every model I continue to work on. This was also my first model with a full diffuse, normal, spec, alpha and glow maps. Thanks for looking and thanks to all who C&C'd. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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#2 (permalink) |
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Senior Artist
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Hey man, good to see you got this far!
Some final remarks: Designwise this is quite good, the only thing that could improve, is that gun underneath. I looks so organic, almost literally like what you named it... (you might've intended that but I prefer cool guns over silly ones). I like to get my ideas for guns form this site: Cyberpunk 2021 ALso, your unwrap is decent, but you seem to have done it with some method that is more suited for organic mapping (ie Pelt mapping). This makes your unwraps a bit assymetric and causes tiny, irregular distortions all over; I never unwrap with this, only using the clean, "strict" methods such as planar and cylindrical, and then stitch parts together. An example of the UV-distortion is the top front of the middle fuselage, behind the cockpit window. Finaly, and this I would still try to change now: your specmap could be a lot better. You've probably done some filter thing, which would explain the illogical white borders on your pieces (high pass?). My suggestion: overal spec-level a lot higher (whiter), but with a lot more contrast (way more dark speckles and bits than the diffuse or normal), you actually want the noise to show through in the spec. Make a clear difference in spec between the key color parts: the beige, red and dark grey parts. Perhaps use a gloss map there, which is like a spec map, but determines the sharpness/blurriness of the specular highlights. Last edited by Xoliul; 08-05-2008 at 11:17 AM. |
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#4 (permalink) |
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WIP Level Designer
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Looking very nice reminds me of the flying things from C&C or even the Sparrow Hawk from the Halo Universe (makeing its first appearence in Halo Wars).
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#5 (permalink) |
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Artist
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Nice effort! It's an interesting blend of cartoony and realistic. I do have a couple of minor crits, though.
I think that you have left way too many polys on that belly gun. And the gray stripes around the engines seem to lack details; the transition from the stripe to the rest of the texture should have a bit more crispness, imho, perhaps even a contrasting color to clearly mark the edges. Very nice overall look! |
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#7 (permalink) |
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Artist
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There seems to be a lot of doubling of the same texture with extremely minor detail changes. Have you thought of overlapping those those UV? This could give you a lot more area to work with giving you more resolution over all. It seems your ship you basically be cut in half and you could just minor the UV's. The variation between each half is so minimal that it would almost be foolish to give each side its own space on the texture.
Now with the gun on the bottom the right and left texture are clearly different so having each side works. Unless you deiced to push the both sides dramatically different I think you should look into mirroring the UV's. Even if you wanted to have some thing very distinct on one side like a logo that could easily be done using a decal while still having the main portion mirrored. Like the look of the ship though |
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