In essence, you start by unwrapping your model, and creating a very high poly version of the ship with all the detail you can muster, making sure you mostly preserve the unwrap (texture coordinates), of both the low-poly and high-poly models in sync. When you're done, you give those two models to xNormal, which will create normal, height and even AO and PRT maps for you.
Just a FYI xNormal has dropped 32 bit support as of version 3.17.16 all versions after that are 64 bit only so if you run Win32 use the 3.17.16 version.
Enjoy the Choice
my box::HP Envy i5-6400 @2Q70GHzx4 8 Gb ram/1 Tb(Win10 64)/3 Tb Mint 19.2/GTX745 4Gb acer S243HL K222HQL
Q8200/Asus P5QDLX/8 Gb ram/WD 2Tb 2-500 G HD/GF GT640 2Gb Mint 17.3 64 bit Win 10 32 bit acer and Lenovo ideapad 320-15ARB Win 10/Mint 19.2
klauss wrote:
In essence, you start by unwrapping your model, and creating a very high poly version of the ship with all the detail you can muster, making sure you mostly preserve the unwrap (texture coordinates), of both the low-poly and high-poly models in sync. When you're done, you give those two models to xNormal, which will create normal, height and even AO and PRT maps for you.
Why do you need a matching UV map on the extreme detail mesh?
In blender you only need UVs for the in game mesh...
AFAIK, if you don't, xNormal has to guess, and it can sometimes make mistakes. When the UVs match at least in matching vertices, everything works more smoothly.
8 cap ship gun level turrets, 30 normal sized turrets!
Are those forward recesses ram-scoops for skimming reaction mass off gas giants or are they missile bays?
Not looked in on the dev side of things for a while. Is there need for a base busting cap-ship?
no i don't need a tutorial for normals or textures i need one to get ships inside of Vega strike XDDD
EDIT IN RESPONCE OF TRAVIST (altough this shis is related to his own lore but it will serve to give an idea of the operational behavior of the vessel):
Specs:
Lenght:
1 093.17 Feet (333.2 meters)
Beam:
148.29 Feet (45.2 meters)
Orbital Speed:
8.2 km/s
Max Speed:
150.324.453 m/s
Combat speed:
8 - 45 km/s
Displassement:
105.000 Tons
Wormhole generator:
Type 1 Hyper fusion generator
Force Field Drive:
8x EMPG-BG003 "Igaruda" MK III
Power plant:
Main;
1x AXBH-"Titan" Open Breech Cold fusion impulsor
2x IXBH-"Tremor" Open Breech Cold fusion impulsor
Secondary/directional:
8x ADBH-"Mustang" Open Breech Cold Fusion impulsor with EXD1 Large vector nozzles
4x "vostroy" class interceptors, 2x "brute" class multipurpose ships
so it is basically a warship in a all-big-gun configuration... that is... a BATTLESHIP... intented for solar system guard and planetal siege... altough it is kinda slow for assault attacks... this baby is not alone but in company of a handfull of destroyers... at least one carrier and various cruisers... and that front openings are to expulse heat of the generators... the rear openings are emergency turning/brake nozzles
basically in the lore of this ship, spaceships use a stabilized fusion reaction inside of a magnetic field with a breach that liberates the energy creating impulsion... the grade and size of the fusion creates more or less power on an engine so, this ship has vectorial impulse (in a very small grade) and trust in reducing the thrust in one or annother engine to make the ship steer... but when needed sudden stops or very closed angle manheuvers it uses those square front nozzles to divert the breach there and create a counter impulse that will stop the ship in place or make it go backwards...
so basically i have to use the blend file to put the markers in the right places... and then?.... how i get it in one shipyard? how i define what types of turrets it will carry? how i make the turrets in? thats the kind of things i need to know