View previous topic :: View next topic |
Author |
Topic : "40k Space Marine on a tank :)" |
Staff Sarge member
Member # Joined: 04 Feb 2001 Posts: 177 Location: finland
|
Posted: Sat May 12, 2001 12:23 pm |
|
 |
Hmm.. those look like closeups of miniatures. You really could add some detail & proper textures to those models.
I'm not a 3d-guru or anything (I have none modelling experience myself), but I like the WH40K concept very much.
An Austrian sijunist, Daraius, posted a kickass Crimson Fist Patriarch model to WIP a while ago... hmm.. his image isn't online anymore. Darn. |
|
Back to top |
|
Poprocksz member
Member # Joined: 08 May 2001 Posts: 497 Location: Transylvania
|
Posted: Sat May 12, 2001 12:55 pm |
|
 |
the space-marine does look a little toy-ish.
i think darker colours and rougher surfaces
could fix the toy-model look......
and maybe adding dirt to the tank....
It looks right out off the assembly line... |
|
Back to top |
|
NukleoN member
Member # Joined: 11 May 2001 Posts: 236 Location: CA
|
Posted: Sat May 12, 2001 7:13 pm |
|
 |
Part of the problem with this is the end of detail, or the fact that you are seeing more than there is detail to occupy the 'suspension of disbelief'. You either have to see less of this (with lighting) or, add more detail...geometry, proper bump maps, specularity, masks, rust, grunge, and fix the lighting.
Otherwise..I like the concepts! ALso, ditch the sword! What would a space marine need a sword for if he has a Gatling gun?
Ya might want to detail up that Galing gun as well...looks like basic primitives..otherwise..it is getting there..I like the Eagle on the guys chest...nice decals. You know how to apply textures..just gotta beef those up more (after you add more geometry and small detail).
[ May 12, 2001: Message edited by: NukleoN ] |
|
Back to top |
|
NukleoN member
Member # Joined: 11 May 2001 Posts: 236 Location: CA
|
Posted: Sat May 12, 2001 7:17 pm |
|
 |
On the troop carrier or tank, you should fix those exhaust stacks...you know, the cylinders with the 'holes' in them...you should probably make them real holes, since we can see clearly that they aren't holes even tho I think they are supposed to be holes...so that makes it look toyish since toys leave out details like that...also ya might wanna put grunge everywhere too with mask\matte materials which blend diffuse mapes...one map could be a metal material, the other could be rust, etc.
 |
|
Back to top |
|
Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
|
Posted: Sat May 12, 2001 11:59 pm |
|
 |
This is pic I did recently of Ezaviel from "The Darkest Angel" a story by Mark Barber, anyway this is something I did, its early yet but more action packed-violence-gore-blood-death pics coming soon......
Oh and another
[ May 12, 2001: Message edited by: Psionic ] |
|
Back to top |
|
Collosimo member
Member # Joined: 30 Dec 2000 Posts: 551 Location: Brisbane, QLD, Australia
|
Posted: Sun May 13, 2001 1:13 am |
|
 |
pretty funky, but... the models are in need of some texture, and the background is too obviously superimposed... |
|
Back to top |
|
Psionic member
Member # Joined: 09 Sep 2000 Posts: 414 Location: UK
|
Posted: Sun May 13, 2001 1:56 am |
|
 |
Thanks for all the comments, much appreciated!!!
He has a sword because the character, in the story has a powerful sword, (Ammo doesn't last forever )
Yep it really should be in WIP cus its not really finished but the guy (who wrote the story) wanted a couple of pics, so I knocked these up for him.
Thanks again for all the constructive and useful advice! |
|
Back to top |
|
root88 member
Member # Joined: 09 Jan 2001 Posts: 194 Location: Wilmington, DE USA
|
Posted: Thu May 17, 2001 8:36 am |
|
 |
Buzz Lightyear looks pissed! |
|
Back to top |
|
Farnz junior member
Member # Joined: 27 Apr 2001 Posts: 6
|
Posted: Thu May 17, 2001 1:08 pm |
|
 |
good stuff, but their are some simple things that could make these scenes much better: first off,assuming these are Max renderings, never use the default sky maps included with Max, or whatever program, as your environment. I find creating my own evironments much more effective. I Do this by either setting one base color for the environment, then I use various atmospheric effects and lense effects to acheive the proper "mood" or just painting them using Photoshop. Next, as already been said, work on your textures. You should probably spend as much time, if not more on your textures as you spend on your models. No model looks 'real' with a bad texture. Your textures look too shiny and clean. Photoshop is excellent for creating texture maps. Lastly, work on the lighting. This can be a very difficult in 3d, but learning to light your scenes correctly is invaluable. Alright, hope this was helpful. |
|
Back to top |
|
|