Mosquito Exterior Unnamed

Discussion in 'Game Discussion: PlanetSide 2' started by Seruseru, Jul 13, 2016.

  1. Seruseru New Member

    Hello!

    I have been working for a little while now on a mosquito exterior and wondered if I could get some feedback on it before I go any further.

    p3d: http://p3d.in/3xTf8

    [IMG]

    Anything would be much appreciated :)


    - Seruseru
    • Like x 1
  2. Giz Active Member

    So far so good.
  3. Seruseru New Member

    Great! Thanks :)

    Created some more detailed features to the mesh and cleaned up some bad geometry.

    p3d: http://p3d.in/zC4Gf

    [IMG]

    Plan is to create some simple UV's next and see how it looks with textures


    - Seruseru

    edit: Added p3d link
  4. EbonNebula Member

    I wanna say first and foremost, you should respect that top flap on the mosi. and that would currently clip though this.Full disclosure: I realize that top flap doesnt seem to be animated or do ****-all in the current game, but the rigging exists for a reason, and until such a point it is removed I would plan around it.

    Also, maybe I am wrong here, but it feels like your cosmetic is over reaching, and expanding past the **** that is typically reserved for the cockpit slot. I would recommend checking out all the cosmetics already in the game separating out what you have into 2 parts such that you have the cockpit, and then an additional body cosmetic for the rest of this shjit.
  5. Fuzz Active Member

    gotta say i was initally against those vertical thrustery vent bits but with that detail pass theve definetly grown on me, good job! my critique would be that the front cockpit feels a bit VS, and as does a lot of the shape language, but still definetly a very well done model.
  6. Seruseru New Member

    I was a bit unsure about the top flap when I started creating the back part, however since to the new Witness Cockpit, by Fuzz, got accepted (which also would have this problem) I figured it would be alright.

    Not sure if its too big or not, Faven's new Havoc Chassis got accepted and his cover's a lot more area from what I can see. I did try splitting it into two parts, though in my opinion it looks best with the whole thing as one.

    p3d: http://p3d.in/agM3g

    [IMG]


    p3d: http://p3d.in/oJh2i


    [IMG]


    p3d: http://p3d.in/TO9k8

    [IMG]


    I can see what you mean about it being a bit too VS, will try to round it off a bit more and see if I can mend that.
    Glad you like it :)


    Thanks for the excellent comments, very much appreciated! :D



    - Seruseru
  7. Seruseru New Member

    Hello again.

    I rounded off a few bits, but left the front more or less untouched, the look of it really stuck with me and it was a bit hard to change.

    I also layed out the UV's on the texture and ended with this first colored version. I feel its a bit too dark overall without camo so will probably change it up a bit.

    p3d: http://p3d.in/fbz8u

    [IMG]


    [IMG]

    Had some major issues with the UVs / Normals for the glass part of the texture, anyone else had this problem?


    - Seruseru

    edit1: Added the picture with camo.
  8. AfableAutomaton Member

    Could try and get the UV2 scaling a little more uniform, but other than that it looks good 2 go.

    Was the glass scaled really small in UV1 or UV2? If a single face is scaled smaller than a pixel or 2 in UV1, than it will cause problems with the normals. Found that one out the hard way myself.

    Also dont get to close to the side of the swatches or it will bleed the surrounding texture at the sides when using lower resolution textures in game. Found that one out the hard way too.
  9. Seruseru New Member

    Hello again!

    I tried scaling it up as you said, however there are still problems showing up, either the normals being displayed or artefacts on the glass itself.
    Instead, I went with another part of the texture as a replacement for the glass. While it might look a bit more plastic atleast it works properly, dont really want to be spending more time trying to make the glass work properly :S

    p3d: http://p3d.in/K4Xdq

    [IMG]



    [IMG]

    This will probably be my final post for this model, as I feel more or less done.
    I will make the UV2's a bit more uniform like you suggested AfableAutomaton, then probably submit it.

    Thanks a lot all for the help :)


    - Seruseru
  10. Fuzz Active Member

    atm the viewer tool is super broke which might be the cause

    as for the thing i feel like you could do with a detail pass? as some bits are super detailed and others (like the area round the cockpit) feel really plain and boring
  11. Seruseru New Member

    Oh, if that is the case with the viewer, I'll try the glass again later.

    My plan was to have it very sleek for the most part on the bigger areas, however I might try something out to make those areas a bit more interesting since I have to wait for an update anyway

    Thanks for the heads up! :)


    - Seruseru

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