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Crappy RTS models. (Update).

Started by September 13, 2007 12:53 AM
7 comments, last by 3DRTcom 17 years, 3 months ago
I'm not the best at texturing. I could probably do better if I took textures from google, but I make them myself. Anyway, I made like 14 models in 3 days for an RTS. It's strong point is definitely not going to be art. Not sure why I posted these actually, I guess just to see how bad they are :). [Edited by - dpadam450 on September 15, 2007 2:55:08 AM]

NBA2K, Madden, Maneater, Killing Floor, Sims

Well im not a artist but I would say I think those models looked pretty cool tbh.

Wish I could make that good models...
- Me
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Yeah looks good some of us have to work with cubes you should be happy :p
Would be easier to critique if you supply an RTS perspective screenshot.

Remember that in an RTS the camera is several hundred yards above the units. The "correct" screenshot for these models is from RTS camera height. A lot changes from that perspective.

For instance, you have a lot of detail on the front and sides of that mech. From an RTS camera you likely can't see any of that. You should focus on making the units awesome and distinctive from a top-down perspective. There's also a lot of detail in the feet of the mech, you probably can't even see the feet from camera height.

Don't get me wrong. the base art is pretty cool and visually consistent. Just trying to point out RTS specific features.

-me
Quote: Original post by Palidine
Would be easier to critique if you supply an RTS perspective screenshot.

Remember that in an RTS the camera is several hundred yards above the units. The "correct" screenshot for these models is from RTS camera height. A lot changes from that perspective.

For instance, you have a lot of detail on the front and sides of that mech. From an RTS camera you likely can't see any of that. You should focus on making the units awesome and distinctive from a top-down perspective. There's also a lot of detail in the feet of the mech, you probably can't even see the feet from camera height.

Don't get me wrong. the base art is pretty cool and visually consistent. Just trying to point out RTS specific features.

-me

I'd like to point out what palidine said is extremely important. I've seen many artist (including myself) pay too much attention to details at a wrong perspective.
For example, i was making a giant floating fortress level, but i kept constantly looking from a sky view perspective (when the player view is first person) when modeling the level. the result was a very nicely detailed sky view perspective of the level, but when shown from the player's view it was bland and detail-less but with the entire polybudget spent.
this is because different details are noticed at different perspectives, in a way, macro (sky view) and micro (first person view) details. you shouldn't do a ton of details that are micro if you're doing a sky view, since this detail is lost from the distance and turns into noise. same goes for the opposite, don't do a ton of macro detailing if you're going into first person view where your resources would be better spent on the closer/small details.
though the models are not bad at all (actually pretty good for their purpose), but to be honest the textures need a bit of work still.
keeping in mind your perspective and camera distance you need to add in a bit more general, wear and tear, shading detail...etc. but as i said, with the player view in mind to avoid noisy detail.
-------------------------Only a fool claims himself an expert
This is not an in-engine shot. It's just a concept of what the game will look like.

Click for the full image.

NBA2K, Madden, Maneater, Killing Floor, Sims

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Jarrod's and Palidine are right on, but I want to suggest something different.

The game and art looks pretty cute, why not do cell-shaded cartoony graphics? They are pretty round, bubbly, and solid right now. I'd get rid of almost all wear and tear and noisyness and go the full way towards a somewhat stylized/cartoony approach. Bright, solid colors, strong outlines, bold logo's... you're already most of the way there, tbh.
-------------www.robg3d.com
Well it'll be nice to look back and see how my art skills improve (if they do).

NBA2K, Madden, Maneater, Killing Floor, Sims

Those are actually pretty cute.
You have your own style no matter the low complexity.
But terrain needs some real work. They don't really fit that environment.

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