Official 3D art thread - Warband

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Blobmania said:
Not posted here in a while. Here's a half-done 12-pounder 24-pounder naval cannon i'm working on. Still a bit of modelling required on the carriage, and obviously the texture is less than half done:

cannon1.png
wow man that's great,you are inproving very well!my only sugestion is to watch the polycount
oh,and sorry I didn't answer your pms :oops:
 
Bayard-X said:
shadowarcher said:
Spartans with guns?....WE'RE DOOMED!  :lol:


Nice shield btw.


It's even Viking Spartans with Tommy Guns.

If anybody's looking for me: I'm hiding in my wardrobe now.
Yes, I managed to combine Vikings, Spartans and one heck of a gun. I shalt be hiding, too.
Yes, I m
 
atolest said:
Blobmania said:
Not posted here in a while. Here's a half-done 12-pounder 24-pounder naval cannon i'm working on. Still a bit of modelling required on the carriage, and obviously the texture is less than half done:

cannon1.png
wow man that's great,you are inproving very well!my only sugestion is to watch the polycount
oh,and sorry I didn't answer your pms :oops:

Haha, cheers. The polycount IS getting a bit hefty, and I'm going to try and lower it a bit,  but I reckon I should be able to get away with it by including LODs.

And no worries about the pm =P If you do still have any of the models knocking around, then i'd love the chance to use them, but if not then i'll make do :smile:
 
Baking some lighting or ambient occlusion into the texture can go a long way to improving it...
You can use OpenBRF's vertex ambient occlusion, but the result won't be as good as baking it into the texture with another program.

You could also paint some highlights on the abrupt edges where the patina has rubbed off
hard surface tutorial by Stefan Morrell http://forums.cgsociety.org/showthread.php?t=373024

If you do both of those and feel like doing more you can add the markings seen on the irl ruby pistol
http://en.wikipedia.org/wiki/Ruby_pistol
I put this last because it would be the hardest to notice in-game, likely only in beauty shots.
 
The gross details are OK, but the colors are not feeling like metal yet.  It appears the Ruby came in a lot of finishes, and of course metal is going to also reflect the light used, but this may help as a guide towards making the metal start looking more real:

493ef80004556ffde44e815ba057b6de.jpg
 
Just as a very rough guide, consider looking at those weapons I reskinned from Mackie's collection, to see the techniques for edge highlighting and using AO (which is a concept, not necessarily a software thing; I use Meshlab for AO burns, but only as a starting point for most things); basically, getting the metal look right is like Barf says, and I can affirm that he certainly knows what he's talking about. 

That guide to hard-surface painting is extremely useful as a guide towards concepts and technique and well worth reading.  I use a similar technique, with a few wrinkles here and there to add more depth to the colors in metals and handle some specific issues, but basically I am following Morrel's guide, and it's very easy to become proficient at speed-painting metallic surfaces once you know the system.
 
That's why I prefer to be a perfectionist when modeling...it might produce less results over more time, but it also makes me avoid all messed up faces/edges/vertices etc.
 
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