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ltla9000311 — A collaboration project

Published: 2011-11-07 04:56:37 +0000 UTC; Views: 1011; Favourites: 27; Downloads: 14
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Description A project I'm working on with dA member show_off77. The Tomahawk is his model, the SDF-1 came from the Sketchup warehouse. I will be rcoloring the tomahawk in a variety of paint schemes and then rendering the model. All results will be posted over on show_off77's dA page first. After that I may put a couple up on my page too.

This looks a little flat to me still. Any suggestions?

I'm open to suggestions on different paint configurations if anyone would like to contribute some ideas.
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Comments: 33

thormemeson [2013-01-19 22:38:12 +0000 UTC]

wow epic

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screenscan [2011-11-28 07:48:28 +0000 UTC]

concerning the flatness:
maybe you could move the camera towards the mech
and let it look up more;
could seem more impressing

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ltla9000311 In reply to screenscan [2011-11-28 23:24:51 +0000 UTC]

Thanks for the input!

Thought about that one too.

It just looks "flat" in terms of color detail. I have to get back on that project, but with the new job I'm finding harder to have free time these days.

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screenscan In reply to ltla9000311 [2011-11-29 06:27:48 +0000 UTC]

i see
better luck with free time then

cheers

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ShowOff77 [2011-11-14 18:05:21 +0000 UTC]

WOW! It looks great!

I've been in the middle of a project in the place where I work, so I had no time to post; ...and I think you must also put the results on your page too.

As Anemal said, I think too that a bit of wearing should be added (A bit of Star Wars philosophy: the future mustn't be shiny and new, it must be similar to now, only cooler and with bigger guns )

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ltla9000311 In reply to ShowOff77 [2011-11-14 19:46:23 +0000 UTC]

Thank you!

I'm trying to figure out a way to get the paint to look scratched and dirty. Just a alot harder than I thought!

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Anemal606 [2011-11-10 21:26:17 +0000 UTC]

I would recommend adding wear and tear on the mech, nothing too drastic. But around the feet maybe scrape up the paint job a little to show wear. thrust ports should show some scorching . and some marks from small arms fire. But scratching it up a bit will make it read better to the eye. also the wear marks should be very small, you can loose your sense of scale if the detail is too large. I hope my comments are helpful .

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ltla9000311 In reply to Anemal606 [2011-11-11 01:20:41 +0000 UTC]

They are quite helpful, I really appreciate them. My problem is implementing them either in Sketchup or Kerkythea. Still not too sure the actual mechanics on how to do so yet without applying a texture to every single face of the model in Sketchup. No real UV capability in Sketchup.

Excellent icon for your ID by the way!

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Anemal606 In reply to ltla9000311 [2011-11-12 23:00:44 +0000 UTC]

sorry I dont know much about 3D rendering, can you paint on the surfaces or only apply a skin? and ty

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ltla9000311 In reply to Anemal606 [2011-11-12 23:45:18 +0000 UTC]

Well, with Sketchup, it is not like a regular 3D modeling program. In Sketchup, you can paint on any surface with a color or picture. If you use a picture, it can be a bear to get the lines in the picture to line up across multiple faces on the model. There is no capability to make a UV template, which is a seperate "picture" you can use to lay artwork over in a graphics program like Photoshop. So you are limited as to what you can do with textures in Sketchup. In the past, I have created a model in Sketchup and exported into a high-end 3D modeling program just do my textures, the brought the model back into sketchup to make some final tweaks. Sorry for the novel. If you have anymore questions just ask. I will be more than happy to answer them!

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Anemal606 In reply to ltla9000311 [2011-11-12 23:49:39 +0000 UTC]

would you like me to throw togather a texture refeance for you to work from when you paint it?

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ltla9000311 In reply to Anemal606 [2011-11-13 00:04:42 +0000 UTC]

Absolutely! Any help is much appreciated!

The funny thing is, the collaboration pic was just kind of thrown together for the fun of it. My real intention is to do the Tomahawk model in a number of different camoflauge paint schemes. Which I have several done already. I just haven't posted them cause I was gonna give them to show_off77 for him to post on his dA page. If I ask him, he'll probably let me post them on my page too.

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DarkProxy [2011-11-07 21:29:56 +0000 UTC]

awesome those destroids never got the respect they deserved

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ltla9000311 In reply to DarkProxy [2011-11-08 02:21:55 +0000 UTC]

Too true. They were the "Red Shirts" of the series. They definitely should have had a more central role in the series.

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ShowOff77 In reply to ltla9000311 [2011-11-14 18:12:20 +0000 UTC]

I thought that the "red shirts" were the regults: they fell on the miriads, not to talk about the final battle, where 4.000.000 (aprox.) of Zentran ships were destroyed. Who were the "red shirts", uh?

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ltla9000311 In reply to ShowOff77 [2011-11-14 19:47:16 +0000 UTC]

You have a very valid point there! The Regults AND the Zentradei were the "Red Shirts"!

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DarkProxy In reply to ltla9000311 [2011-11-08 02:23:42 +0000 UTC]

yeah their abilty to lay down a wave of fire would've worked well with the way the angry green giants attacked

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ltla9000311 In reply to DarkProxy [2011-11-08 02:25:56 +0000 UTC]

lol

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The-First-Magelord [2011-11-07 09:34:25 +0000 UTC]

My fav ground mech! Well done!

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ltla9000311 In reply to The-First-Magelord [2011-11-07 15:28:04 +0000 UTC]

Thank you!

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Reactor-Axe-Man [2011-11-07 08:26:09 +0000 UTC]

To make it less flat looking, use some specularity and bump maps.

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ltla9000311 In reply to Reactor-Axe-Man [2011-11-07 15:19:34 +0000 UTC]

For the specularity, what should I use? I know Kerkythea has a few spec maps...but I'm not too sure on how to make them myself.

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Reactor-Axe-Man In reply to ltla9000311 [2011-11-07 16:28:47 +0000 UTC]

Check that, less than 127 are "recessed" and greater than 127 are "raised."

I blame Monday.

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ltla9000311 In reply to Reactor-Axe-Man [2011-11-08 02:24:36 +0000 UTC]

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Reactor-Axe-Man In reply to ltla9000311 [2011-11-07 16:26:57 +0000 UTC]

Create a greyscale tile, say, 512x512 pixels, with a single color value of RGB 127/127/127. Run it through some add-noise filters a few times, and try that. In Kerky, I would set fresnel-type specularity at around 40 to 60. Use the same tile as your bump map with a low setting, like around 1 or less, though how dramatic the bump effects will be will depend on lighting conditions and the deviation of your image tile values from 127 (the middle grey value) - values less than 127 will appear "raised" and less than 127 "recessed."

You'll probably have to play around a little with the settings until you get what you want.

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ltla9000311 In reply to Reactor-Axe-Man [2011-11-08 02:25:22 +0000 UTC]

That info helps alot! I have saved it in notepad for future use.

Thanks man, I really appreciate it!

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ThunderChildFTC [2011-11-07 08:26:01 +0000 UTC]

Some panel lines and other extra texture details will make both models stand out more and look more realistic. Also try and soften the shadows for a more realistic look. cant wait to see the final!

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ltla9000311 In reply to ThunderChildFTC [2011-11-07 15:27:48 +0000 UTC]

Well that's just the thing TC, there aren't any panel lines on this thing! To get the the extra details like weathering and dirt, I would have to take each and every face in the model and run it through photoshop separately. There isn't' any ability to unwrap a real UV. Very frustrating sometimes.

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ThunderChildFTC In reply to ltla9000311 [2011-11-08 20:06:23 +0000 UTC]

I was thinking more along the lines of post-render photoshop work. A lot less work than retexturing and re-uvmapping everything...

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ltla9000311 In reply to ThunderChildFTC [2011-11-08 22:08:54 +0000 UTC]

Well I could do that, but I'm not that good with actual photo-manipulation. Yet.

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El-Bronco [2011-11-07 06:45:15 +0000 UTC]

Did you using unwrap map? If so, try with hard surface technique. Don't ask me how, I'm still digging it too

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ltla9000311 In reply to El-Bronco [2011-11-07 15:21:19 +0000 UTC]

Unfortunately Sketchup doesn't have the ability to unwrap a UV like 3DS MAX. I wish it did. It would make texturing the model alot easier.

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El-Bronco In reply to ltla9000311 [2011-11-08 02:11:55 +0000 UTC]

I see.

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