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The Bunker
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
The Bunker // Work in Progress
Post by jayr // Mar 31, 2007, 12:27pm
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jayr
Total Posts: 1074
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This is something i've been working on for a few days, still a way to go in the texturing an lighting but any crits/ hint would be much appreciated, i'm going for a sort of sci-fi/ world war two type of bunker. Let me know what you think, thanks....
http://www.lothissen.co.uk/images/test002.jpg |
Post by Methusela // Mar 31, 2007, 2:29pm
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Methusela
Total Posts: 414
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Wow, I am impressed! That texturing is immaculate! The rocks look fantastic also. Is that a Lightworks render? |
Post by Liger ZERO // Mar 31, 2007, 3:15pm
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Liger ZERO
Total Posts: 124
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Good job.
The only thing that I see is maybe the driveway and the dirt seem to have too hard of an edge. Maybe you could brake up the edge by having some dirt on the bottom of the drive way.
I'm looking forward to updates of this. |
Post by nowherebrain // Mar 31, 2007, 4:00pm
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nowherebrain
Total Posts: 1062
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You could "break up" the edges with some small desert fawna and rocks..maybe model in some reinforced plating in the door and of course once you finish texturing..it'll be awesome! |
Post by jayr // Mar 31, 2007, 10:19pm
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jayr
Total Posts: 1074
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methusela: yes, it's lightworks, all done in ts 6.6, the rocks are just metaball objects arranged carefully (well till they looked a bit like rocks) then textured with simbiont 2
nowherebrain & ligerzero: the steel door in one of the parts i'm worried about, it's why i started that other thread on diffusion & specularity mapping. I want it to look like slightly corroded metal but can't seem to get it right.
i kept all the layers on the driveway texture seperate so there'll be no trouble smoothing the dirt off, i want to add a few more things on there too.
the desert floor is the least finished bit of this, i'm going to make what looks like a dirt road running from the driveway might add a few plants too, good idea, thanks. |
Post by hemulin // Mar 31, 2007, 11:38pm
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hemulin
Total Posts: 1058
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I'm sure there is a corroded metal shader in the simbionts libraries. Play around with that and you should have the perfect shader for a steel door. |
Post by 2much4U // Apr 1, 2007, 2:35am
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2much4U
Total Posts: 430
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Very nice work! I swear, when I first looked at this, I thought it was done in TS 7!
Perhaps give the stone a "corroded" look by "chipping" it here and there...
Also, a little dirt would make this turn out nicely.:) |
Post by jayr // Apr 1, 2007, 4:58am
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jayr
Total Posts: 1074
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hemulin: there are a few rusty/ corroded metal texture in simiont the library but i wanted to use an image map just to get used to it all again, plus an image map lets you add lots of extra details without having to mess around with multiple layers and transparency maps. if i still can't get it right after a few tries i'll probably use one of the simbiont one though
2much4u: i'm going to give it a lot more dirt, stuff like burns and battle damage will suit it well i think.
thanks for all the feed back so far everyone |
Post by kena // Apr 1, 2007, 5:04am
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kena
Total Posts: 2321
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I would try to make the direveway and the door surround look more like concrete. the rock itself is very well done. |
Post by MadMouse // Apr 1, 2007, 6:30am
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MadMouse
Total Posts: 1069
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I like it all very much, except for the ground in front of the slope. I would be inclined to make it sand and have the sand being carrying up the slope by whatever vehicles come and go. Just an idea. Other than that its looking really good. |
Post by jayr // Apr 1, 2007, 10:38am
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jayr
Total Posts: 1074
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kena: the front of the bunker has no texture at the moment but it will look like concrete when it's done.
madmouse: maybe a sandy/ gravely type of texture? if i go for a more earthy one i'm going to put mud trails and spashes on the slope as well. |
Post by jayr // Apr 2, 2007, 12:36pm
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jayr
Total Posts: 1074
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ok quick update: i've changed the ground to a sand dune type insted of parched mud, think it still need a bit of tweeking though, and textured the rest of the bunker. I'm going to alter the drive way texture too, that was supposed to lok like smeered tyre tracks but i think i'll take them off and make the sand thats blown up onto the drive way a but transparent to it looks more realistic. still got to do the weapons too.....
http://www.lothissen.co.uk/Images/test003.jpg |
Post by MadMouse // Apr 2, 2007, 12:49pm
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MadMouse
Total Posts: 1069
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I much prefer the sand. Maybe a bump map in the ruts in the sand to look like tyre tracks would be a good idea. |
Post by daybe // Apr 2, 2007, 12:59pm
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daybe
Total Posts: 562
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Ya looks good, sand works best for me as well, Seeing how you are using TS 6.6 you could create a layered material for the ramp that blends with the sand to give it a more realistic feel to it, Nice work!
Cheers, |
Post by jayr // Apr 3, 2007, 6:05am
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jayr
Total Posts: 1074
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I've added a bump map to the tracks and tried to 'bend' the sand up the ramp, but i don't think it looks realistic enough, also put some sand in the driveway texture.
http://www.lothissen.co.uk/Images/test012.jpg |
Post by Nez // Apr 3, 2007, 6:44am
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Nez
Total Posts: 1102
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The tracks look good, the 'bend' in the sand less so. Also, the ramp is a little steep perhaps? I like the way this is going, keep up the good work! |
Post by MadMouse // Apr 3, 2007, 10:02am
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MadMouse
Total Posts: 1069
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Its an improvement for sure. Maybe the sand mound on the slope between where the wheels would be is a little to pronounced but other than that its going great. Keep it up.
Steve |
Post by jayr // Apr 3, 2007, 11:29am
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jayr
Total Posts: 1074
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yeah, it's the middle mound of sand i don't like, maybe it is the steep slope of the ramp thats making it harder to blend in, i'll try reducing it. I hate this part of a picture, you make great leaps forward in the first few hours of an image then it all decends into niggly little flaws that seem to take ages to resolve, oh well, back to the polygons......3D can be a cruel mistress at times. |
Post by MadMouse // Apr 3, 2007, 11:32am
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MadMouse
Total Posts: 1069
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Don't get despondent, your on to a winner with this image ;) |
Post by jayr // Apr 3, 2007, 1:12pm
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jayr
Total Posts: 1074
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last revision for tonight, i'll carry on tomorrow, changed the sand a bit, lowered the ramp and changed the texture on the driveway a bit...
http://www.lothissen.co.uk/Images/test021.jpg |
Post by Liger ZERO // Apr 3, 2007, 3:04pm
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Liger ZERO
Total Posts: 124
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It's looking real good. Good job. |
Post by jayr // Apr 5, 2007, 4:16am
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jayr
Total Posts: 1074
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i've done a bit more messing around with this, textured the guns, i'm going to finish the rocks/add a background and maybe it will be finished, anyone got any more suggestions?
http://www.lothissen.co.uk/Images/test025.jpg |
Post by Birdnest // Apr 6, 2007, 6:12am
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Birdnest
Total Posts: 152
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Is it too late to add some bullet holes and scratches on the rocks? |
Post by jayr // Apr 8, 2007, 11:28am
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jayr
Total Posts: 1074
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sorry, been away for the weekend, went to london for 3 days so i haven't done anything on this since the last post. I could add bullet holes and scatches but i think i'd do them as textures overlaid on the rock, the rocks are still meta ball textures so i think that'd be the quickest way. |
Post by tscorpio // Apr 9, 2007, 5:37pm
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tscorpio
Total Posts: 84
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Personally I would boolean some chips around the corners.
Like you would see where a sidewalk meets the street - It's all roughed up from stuff running up on it. I can show you an example if you would like.. |
Post by jayr // Apr 9, 2007, 10:15pm
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jayr
Total Posts: 1074
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it's alright i know what you mean, good suggestion though, it all looks a bit clean right now. |
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