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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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 23:49:39 +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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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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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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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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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 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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