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SC2 Mech/Machine Model - SCUD (WIP)

  • 10 posts
    #1 Jul 24, 2010 at 13:41 UTC - 0 likes

    Its almost finished. Didnt texture some parts on the torso/cockpit.

    Preview Video of SCUD model:

    HD Link: http://www.youtube.com/watch?v=pz1-nU8k-Cw&fmt=22

    Animations:
    Stand
    Walk
    Walk Hurt/Damaged/Broken - in progress...
    Run
    Death/Explosion - in progress...
    Shutdown and Startup - in progress...

    Attachments:
    Weapon
    Weapon Left
    Weapon Right
    Weapon 01
    Weapon 02
    Target
    Hit
    Damage
    Center
    TurretX (TurretZ)

    Last edited Jul 24, 2010 by tigerija
    #2 Jul 24, 2010 at 14:34 UTC - 0 likes

    looks like areally solid model, gj whats the polycount? also wireframe maybe? (hehe, asking me in my thread and not providing any in yours T.T)

    also probably you should add a little glass to the cockpit, or would the person sitting in it just maneuver over screens?

    i like the texturing! u could add a little dirt around the feet and a little rust all over it to make it look more interesting, but maybe thats not the effect u are going for!

    also, did u already animate it? or are these the animations u are going to make?

    #3 Jul 24, 2010 at 15:52 UTC - 0 likes

    There was already lot of dirt on texture, it was blue metal before, I lost dirt quality when I used contrast and turned blue metal into grey :( .
    I will add more small details later.

    Actually I will see about cockpit. Original plan is to make War Machine. Remotely controlled from satellite. So I wont be needing window in cockpit.
    Everything I listed here that doesnt have -in progress... mark from left side is already finished.

    I should clean up the texture or re-texture since there are too much of unseen details. I will probbly add rust and dirt later :) .

    2k tris (I think) , 200 are bones and other objects. Materials arent metal :P / but there is strong shading so some parts are are black; like one above shoulder; ignore that.
    Have to say it looks great ingame, and quality of texture is FPS like, comparing to SC2 models xD. Kerensky will soon post video of his map using this model. Also, soon after we should post video of mouse pointer detection system using turret system or actor system. Tho I cant promise when. If anyone is familiar
    Umbrea is developing his unique FPS lib :) .

    Right click/view to enlarge:
    http://img6.imageshack.us/img6/7167/wirer.png
    http://img192.imageshack.us/img192/9296/renderg.png

    Tnx for the feedback :) . Useful tips.

    Last edited Jul 24, 2010 by tigerija
    #4 Jul 24, 2010 at 16:19 UTC - 0 likes

    I'm sry to tell u, but this is no fps texture Oo Maybe if you only count the resolution, but maybe you would like to look at the following tutorial: http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html

    also u should think about how materials are connected with eachother... you only texture your surfaces, but they dont blend well together (nuts and bolts, bevel seams and so on hold a mech together)

    #5 Jul 24, 2010 at 17:40 UTC - 0 likes

    Looks like a vulture from Battletech!

    Roar

    #6 Jul 24, 2010 at 17:57 UTC - 0 likes

    Thanks, I will look into it. I am not that good with drawing :( .
    BTW I'we seen that page before hm... Problem is that I dont know how to use photoshop :P .

    I'll start 3d modeling school soon, so I will learn photoshop and related things there.

    Well, I meant for SC2 FPS maps. Texture looks better than regular SC2 models, when you zoom in. Probbly coz I use realistic more textures. And blizz is more about cartoonish textures.



    This model started by basing on madcat and supernova. Ended with some mix between vulture and nova. Since it mostly uses energy weapons.
    Torso was more like madcat before. Then on request, I changed it.

    Anyway... if anyone is interested in helping me with texture I would appreciate that :) .
    I will post more updates later.
    For now. I think that model looks solid, in game.

    Last edited Jul 24, 2010 by tigerija
    #7 Jul 24, 2010 at 22:17 UTC - 0 likes

    Looks very solid in game. Especially in the movie I made for it. lol

    http://www.rudankort.me/Linai/OrangeSorc95503H.gif

    #8 Jul 25, 2010 at 10:35 UTC - 0 likes

    :P

    Now I plan to re-texture the model adding few stand animations, like 3 or 5.
    Adding animations that are in progress. And then I will move to another based on concept I did today at work :P . Very similar to Blood Asp.
    After that I might adapt model so you can customize look of your mech. Adding different weapons for example. But that is not priority now.

    Problem with texture is that its mostly a placeholder. Simple picture made by GIMP using basic material editor preferences.

    #9 Jul 26, 2010 at 10:18 UTC - 0 likes

    Mmm Blood Asp. Of all the 'new' Clan 'Mechs (anything post 3055 as far as I'm concerned) I'm actually okay with the Blood Asp, can't wait to see it!

    Last edited Jul 26, 2010 by KerenskyLI
    #10 Jul 27, 2010 at 10:45 UTC - 0 likes

    Guys, I got problems with shading, or smoothing groups.
    http://img411.imageshack.us/img411/534/shadingu.png

    This is only problem I have so far before I can continue creating new models, progress here is going slow since I am exploiting all possible problems when importing models from max to sc2.

    I tried changing smoothing groups, but at the end seems like SC2 adds one layer of smoothing groups to whole model.

    Tried without groups, with 1SGper poly, with modified, and its all a bit different but each time there is another type of shading anomaly.

  • 10 posts

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