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Call for idea about OX texturing pattern [NEEDS INTEGRATION]

Posted: Wed Feb 04, 2009 2:35 am
by Fendorin
hello
i Handle the retexturing about the OX but i have no idea and after all i fall in a inspiration-blackhole.
then if you want post your idea about how i can texture the OX you will help me .

I m not happy about the one i did :(not the way/technique more about color and pattern)
Image
Image

Then i launch a call for alls, if you have any idea for changing and do evoluate my style, for this ship it would be cool.(and other too)

Re: Call for idea about OX texturing pattern

Posted: Thu Feb 05, 2009 4:06 am
by Keller
I do actually like the newer one better. If I were a maintenance crew, I'd now know what areas to avoid.

Re: Call for idea about OX texturing pattern

Posted: Wed Feb 11, 2009 1:01 am
by MC707
Looks very nice in fact! How did you manage to make it more rounded? When I see my Ox closely, it is kinda undetailed and not roundy. :?

Re: Call for idea about OX texturing pattern

Posted: Thu Feb 12, 2009 11:53 pm
by Fendorin
the rendering view upper is "false" because it was made with Blender3d but since i try to use mesher for test the texturing and the "model" i never understand this program. or it never work for me .

then the rounded effect come from to blender "set smooth" tools an "edge split" on

and when i got the model the mesh haven't any "cargo pills" then i made it also maybe is not the same mesh.

this ship was think as a bunch of subunit ( i suppose).

For exemple if you study the Vigilance in game you can see the mirroring effect are destroyed by the low poly , i m not a good english reader and not a program/graphic knowlege-man then i didn't understood the Chuckstarchaser's advise about smooth group and the poly count level too, then a lot of ship i did are already oldfashion before i imagine the begining of the first line/mesh.....
But now Klauss give us the new limitation about polycount. and it is very far to the ship i did.
you can see it in the updated wiki

Re: Call for idea about OX texturing pattern

Posted: Fri Feb 13, 2009 12:56 am
by MC707
that explains my bad looking ox :o Nice models though.

Re: Call for idea about OX texturing pattern

Posted: Tue Dec 15, 2009 6:54 pm
by Fendorin
hi i post here all the stuff i have on the OX model:
Feel free to use or not
DivShare File - OX.7z

Re: Call for idea about OX texturing pattern [NEEDS INTEGRAT

Posted: Tue Sep 27, 2011 12:00 am
by pheonixstorm
Umm... since this model is several units, does anyone know how to get it into the game?

Re: Call for idea about OX texturing pattern [NEEDS INTEGRAT

Posted: Tue Sep 27, 2011 4:48 am
by Deus Siddis
I think you use subunits for this kind of thing. You either assign the subunits in the XMESH syntax or in units.csv.

Should be able to make them independently destructible this way too, IIRC.