Corto Posted March 29, 2014 Posted March 29, 2014 Just do a perfect, crisp, crystal clean texture. Then add some dirt, rust and damage layers on top of it playing with the blending options. You can have several variants with little effort. Tempust85 likes this
AshuraDX Posted July 29, 2014 Posted July 29, 2014 Mini got me to texture his AT-SThere are some current WIP shots of the pilot cabin , so far I'm only working at a normal map in Substance Designer & Photoshop Boothand, minilogoguy18, Omicron and 4 others like this
AshuraDX Posted July 30, 2014 Posted July 30, 2014 Shameless Doubleposting to bring you an updateFinished the top of the cabin and got some AO & curvature in the diffuse channel for now - will tackle the bottom tommorow , or actually today , afternoon. Please note that the AO bake has some errors due to mirroring and such I didn't consider yet , so I got some cleaning up to do here and there minilogoguy18, swegmaster, Tempust85 and 2 others like this
Archangel35757 Posted July 30, 2014 Posted July 30, 2014 Will this model allow the cupola to be open and have the commander be standing up thru it like this? Smoo likes this
Tempust85 Posted July 30, 2014 Posted July 30, 2014 Would be cool to see a finished rend2 in SP & MP so we can use such coolness. Would be sweet to see it in JO SP. Side note: I think the original one has the 'closed' and 'open' positions as 2 different surfaces which get toggled on/off via code. I seem to remember seeing this, but not 100% sure. Archangel35757 likes this
minilogoguy18 Posted July 30, 2014 Author Posted July 30, 2014 Right now it's just going to be a direct base replacement, model, textures and animations will be new, nothing more than that.
AshuraDX Posted July 30, 2014 Posted July 30, 2014 calling the main cabin done - time to work at the guns Tempust85, Archangel35757, Psyk0Sith and 1 other like this
minilogoguy18 Posted July 30, 2014 Author Posted July 30, 2014 Nice greeble action. Tempust85 likes this
AshuraDX Posted July 31, 2014 Posted July 31, 2014 Got the Blasters & Cannons done I also fixed some wierd noisy areas in my normal map resulting in smoother surfaces in some areas I love substance designer, did I mention that before ? Bek, Darth Sion, Tempust85 and 4 others like this
AshuraDX Posted July 31, 2014 Posted July 31, 2014 AT-ST Pilot Cabin by ashuradx on Sketchfab a couple small adjustments , I'll call the cabin done Boothand, minilogoguy18 and Darth Sion like this
minilogoguy18 Posted July 31, 2014 Author Posted July 31, 2014 It's coming out awesome, can't wait to see more. Makes me wonder, do we have an AT-ST pilot character model?
AshuraDX Posted August 1, 2014 Posted August 1, 2014 Work will be halted for this weekend, gf coming over Tempust85 likes this
Barricade24 Posted August 3, 2014 Posted August 3, 2014 Some of the cannons look a little off. I think the chin guns are a bit too big and the right side cannon doesn't look quite right either. It should have more of a blaster look. I don't know if model changes can be made at this point but I think some adjustments are necessary. Here is some reference that might help. If you can still make changes that is.
AshuraDX Posted August 3, 2014 Posted August 3, 2014 Mesh changes are up to mini - I only take care of the texturing work
minilogoguy18 Posted August 3, 2014 Author Posted August 3, 2014 I used an official blueprint as a rotoscope. If you just google AT-ST you'll see there are literally tons of iterations of this thing out there, there really isn't a right or wrong way to make it but I followed the blueprints as close as possible without cramming too much detail in there. It's a little far along to be making mesh changes, especially with how complex the UV layout is, I really crammed everything in there tight.
AshuraDX Posted August 4, 2014 Posted August 4, 2014 it's a change that could be applied while keeping 99% oft the UV layout the same though , you could even use the existing topology and just by shrinking/moving a few edgeloops get the suggested shape then just relax the UV chunk for the blaster and voila - i'll only commit those changes if @@minilogoguy18 likes the idea Tempust85 likes this
AshuraDX Posted August 4, 2014 Posted August 4, 2014 Progress for today Circa and minilogoguy18 like this
minilogoguy18 Posted August 4, 2014 Author Posted August 4, 2014 I think we should just leave it, it matches the blueprint so I'm fine with it and like I said, the AT-ST is different in nearly every image you find on the net, there is no right or wrong. I just followed an official blueprint at least so I'm definitely way closer than a lot of games out there and custom models from what I've googled. Circa likes this
Tempust85 Posted August 4, 2014 Posted August 4, 2014 It still kicks the ass of the one in JO/JKA. Barricade24, Omicron and Circa like this
AshuraDX Posted August 5, 2014 Posted August 5, 2014 @@minilogoguy18 , mind if I add a few 4 sided wires to the mesh ? I'll make sure that weighting them wont be too much work and they'll stay a sepperate object you can just import in your sceneskinning wires like this seriously doesn't look good . they'll total at around 8 wires some might be made as alpha mapped planes Anyway here's the current update EDIT : added the wires/tubesthey currently use a single 128² texture and add 248 vertices to the model , including the 2 extra wires, not seen in this image, that are attached to the pilot cabin Tempust85 and Boothand like this
AshuraDX Posted August 5, 2014 Posted August 5, 2014 Calling the center piece done , don't see any purpose in adding more detail as this piece is rarely seen anyway if you don't like the wires @@minilogoguy18 let me know and I'll remove them , but I think they add nicely to the model EDIT : Testing Parallax Occlusion Barricade24, Boothand, Tempust85 and 1 other like this
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