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hiro
03-16-2003, 10:00 PM
http://www.oott.org/newotaku/albums/album07/aaz.jpg

http://www.oott.org/newotaku/albums/album07/abb.jpg

this is a mecha design from Dream Pod 9's (http://www.dp9.com) tactical board game, Jovian Chronicles.

Basically, what i need some tips on is how to get this from looking like a very detailed plastic toy, into a very detailed, realistice machine. Any help would be much appreciated.

I DON'T KNOW HOW TO TEXTURE!!:confused:

mmecca
03-17-2003, 09:18 AM
hmmm....hmmm.....hey hiro, lets get zooom in on those thrusters, and possibly some brighter images cuz to me it seems hard to see, otherwise quite nice. :D

hiro
03-18-2003, 10:52 AM
comon!! please, anyone??? anyone know how i could possibly get this textured better?? hmm maybe i am in the wrong forum section....

johnnyh66
03-18-2003, 02:07 PM
metal? turn down diffuse, turn up specularity, add a spherical reflection map, throw a few layers of frac. nois, turbulance, croumple into the color layer maybe add some dents/scratches in the bump layer. Or, just paint your maps in PS.

Maxts
03-18-2003, 02:21 PM
use Diffuse and also
try to add a few wires, mud, bolts

hiro
03-18-2003, 08:36 PM
like this:
http://www.turbosquid.com/Previews/Content_on_6_3_2002_13_56_35/x35_front.jpg481ED929-AABF-4D7D-A705366E43D865B8.jpgLarge.jpg
http://www.turbosquid.com/Previews/Content_on_6_3_2002_13_56_35/x35_cockpit.jpg5D77E4AD-E77E-4067-9AD105344DBE3D42.jpgLarge.jpg

the same way this looks "REAL" Used, and put out into the real world, but still precise and well defined.

hiro
03-22-2003, 07:12 PM
here are some newer shots of it:

http://www.oott.org/newotaku/albums/album07/abc.jpg
http://www.oott.org/newotaku/albums/album07/abd.jpg

this is just gonna be so much work to make it look to scale...

mmecca
03-22-2003, 08:31 PM
still waitin for those thrusters brudda....:D

kevman3d
03-23-2003, 02:35 AM
If you want some advice on texturing, I'd start by working on some specular and diffuse maps for all those panels. Paint up some nice scratches, wear and tear and apply them...

You've got enough model detail there to make texturing quite easy, you'd simply need to paint some edge damage here and there (ie. chipped and worn paint, and a bit of staining where rust/water/oil had seeped out from edges or joints...

Usually you can get pretty cool effects with Specular maps if you simply 'scribble' around the edges with your paint program... You'd be surprised just how much a 'scribble' can really look like dirt and scuff when its mapped to a model! :)

Looking very nice.

lone
03-23-2003, 08:55 AM
hey - a SNOW CRASH fan. pleased to meet you. nice 'bot.

hiro
03-24-2003, 07:23 PM
Thruster Detail
http://www.oott.org/newotaku/albums/album07/abf.jpg

mmecca
03-24-2003, 07:27 PM
whooooah buddy, verrry nice...from the look of the rest of the model, those arent textures are they....holy crapola -- those are all polygons, amazing hiro....amazing

hiro
03-26-2003, 09:42 PM
thanks for the compliment mmecca

jin'a
03-27-2003, 08:37 AM
yeah, i'm thinking more wear and tear. Look t this picy, not really of anything, but it gives you a good idea of what I mean. It adds character, it's hard to explain, see for yourself and decide, you can either go for nice and neat, very much a computer generated image, or a more realistic texture!

http://www.ap3d.com/betterspace/betterspace-images/sp-tut11/tut11-render03.jpg

Not much but you get the idea, this image was from a segment of a space ship from ap3d.com

sailor
03-27-2003, 09:38 AM
very kool model! can we see a wireframe? i suppose its is not a subpatch model is it?

Kuzey
03-27-2003, 02:57 PM
And here I was thinking this was a car model :p

Mighty fine work!!

Kuzey

hiro
03-27-2003, 05:35 PM
thankyou for the example of the texturing. I understand what you mean, it is a subtle yet extrordinary difference in the realism that the object has

Here is a wireframe for you hehe:
http://www.oott.org/newotaku/albums/album07/abj.jpg
http://www.oott.org/newotaku/albums/album07/abk.jpg