|
 |
« Reply #15 on: February 19, 2009, 09:16:49 PM » |
|
Some seriously great work there Machinegoat!  I love the olive ones but as you said the blue would go great with a ship or something of that enviorenment!
|
|
|
Logged
|
"Agitatis Ultramarini, Dominatis Ultramarini"
Courage and Honour!
|
|
|
|
|
 |
« Reply #16 on: February 19, 2009, 09:27:29 PM » |
|
Just got an inspiration that's all.  BTW: Does Source support object space normal maps? Sorry, no idea. Is it something we can try?
|
|
|
Logged
|
|
|
|
|
MachineGoat
Guardsman
 
Posts: 39
What are you waiting for? Darkness to rise again?
|
 |
« Reply #17 on: February 20, 2009, 10:25:48 AM » |
|
Just got an inspiration that's all.  BTW: Does Source support object space normal maps? Sorry, no idea. Is it something we can try? Just asking out of curiosity. After all they have severe limitations, such as no overlapping UVs(all UV space unique) and no deforming of meshes, but they still have uses in situations where you're making a static object and don't want to add extra geometry to get tangent space maps to bake right.  Anyways, I'll be going for a holiday for a week. I'll work on the crate, if I have the time.
|
|
|
Logged
|
"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell." – Antonin Artaud
|
|
|
|
MachineGoat
Guardsman
 
Posts: 39
What are you waiting for? Darkness to rise again?
|
 |
« Reply #18 on: February 22, 2009, 10:04:16 PM » |
|
I made two models that both use the same two skins, but the closed one has very simplified collision mesh, while the open one has more complex one that allows stuff to be put in. Weirdly enough this time around normals and speculars worked in HLMV, but this is from Hammer where normals and speculars don't seem to work.   I'll just check if the size is about right and if I can make the textures smaller and still retain enough quality(1024x1024 is quite big for a box) and then send the compiled files forward. 
|
|
|
Logged
|
"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell." – Antonin Artaud
|
|
|
|
|
 |
« Reply #19 on: February 23, 2009, 09:10:21 AM » |
|
Cheers MG these are looking really good. 
|
|
|
Logged
|
|
|
|
|
|
 |
« Reply #20 on: February 23, 2009, 05:01:50 PM » |
|
Great work Goat, i like the blue boxes a bit more since it fits more with the ultramarines, the olive-drab seems more likely with a Cadien regement to me.
|
|
|
Logged
|
|
|
|
|
MachineGoat
Guardsman
 
Posts: 39
What are you waiting for? Darkness to rise again?
|
 |
« Reply #21 on: March 04, 2009, 01:29:11 PM » |
|
I've been busy with school as of late, so I haven't had much time for modeling. Anyways since my webspace is down for maintenance, I'll have to use imageshack and other crap like that to show my work.  It's my first try on an Ultramarines banner. I found similar looking logo by googling and then I traced it and made a simple highpoly for it to get something to work with. I think my lack of skill with 2D really shines through with times one.  Any suggestions as to make it look less like something a 5-year old scribbled to an edge of an paper are highly appreciated.  As for the box Chrome asked me to do some changes, but I haven't gotten around to them just yet.
|
|
|
Logged
|
"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell." – Antonin Artaud
|
|
|
|
|
 |
« Reply #22 on: March 04, 2009, 03:50:16 PM » |
|
Nice Banner for a 1st try.... I would like to try to make a banner yet i dont know how to make "Thin" objects (I.E paper/Cloth)....
|
|
|
Logged
|
Eldar FTW!
|
|
|
|
|
 |
« Reply #23 on: March 04, 2009, 09:56:18 PM » |
|
if you want to do banner that is EX specific please use the logo on this image ( http://www.chromeangel.co.uk/Exterminatus/george4.jpg ), it's the logo of the "local" IG regiment for one of the maps. I think generally the symbols would look better if they were completely flat and symbolic and a bit transparent, so they are slightly blue tinted. I've used the transparency for decals on the marine models, it works. If you want 40k symbols I have been toying with font making recently, you might be able to use this http://www.chromeangel.co.uk/Exterminatus/Exterminatus.ttfThere is even a skull in an ultramarine U  Another idea for the banner is to make it look a bit worn. This banner ( http://www.chromeangel.co.uk/rspecies/Orky/GoffBanner.jpg ) uses alpha transparency in the model skin to give a ragged effect to the edges.
|
|
« Last Edit: March 04, 2009, 10:03:56 PM by ChromeAngel »
|
Logged
|
|
|
|
|
MachineGoat
Guardsman
 
Posts: 39
What are you waiting for? Darkness to rise again?
|
 |
« Reply #24 on: March 05, 2009, 06:24:31 PM » |
|
Okay, here's the result of my second try for a banner prop:  156 tris 256x512 color map 256x512 alpha map Any thoughts? The logo is almost direct copy & paste as I do not have enough talent to make a better one.  If the image doesn't show, it is possible that the DNS updates haven't reached your ISP yet.
|
|
|
Logged
|
"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell." – Antonin Artaud
|
|
|
|
|
 |
« Reply #25 on: March 05, 2009, 06:41:37 PM » |
|
Better  Copy & pasting the logo was what I was after. Nitpicking the color map, can you reduce the saturation of the gold bar (it looks to unnaturally yellow) and de-saturate the blue of the banner, so it looks like its a bit sun faded, washed out. Some scorching around the bullet holes might look good. Some lengthwise ripples would make it look like fabric.
|
|
|
Logged
|
|
|
|
|
MachineGoat
Guardsman
 
Posts: 39
What are you waiting for? Darkness to rise again?
|
 |
« Reply #26 on: March 05, 2009, 06:56:05 PM » |
|
There's actually some black around the holes, but I'll increase it to make it more apparent. De-saturation and ripples coming up.
|
|
|
Logged
|
"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell." – Antonin Artaud
|
|
|
|
MachineGoat
Guardsman
 
Posts: 39
What are you waiting for? Darkness to rise again?
|
 |
« Reply #27 on: March 05, 2009, 08:05:30 PM » |
|
De-saturation delivered all around, more burn added around the bulle/laz0r holes and I actually went as far as to create a cloth simulation with a bit of wind in Blender and bake AO from that said highpoly simulation to get "realistic" wavyness.  
|
|
|
Logged
|
"No one has ever written, painted, sculpted, modeled, built, or invented except literally to get out of hell." – Antonin Artaud
|
|
|
|
|
 |
« Reply #28 on: March 06, 2009, 02:46:02 AM » |
|
Bloody awesome....
|
|
|
Logged
|
Eldar FTW!
|
|
|
|
|
 |
« Reply #29 on: March 06, 2009, 09:46:58 AM » |
|
only thing i would add is damage arround the bullet/las holes in the form of burnt edges.
|
|
|
Logged
|
God of the outer darkness. bringer of evil, storms, plague, misery, and torment. Protects fugitives, Apparently...
|
|
|
|
|