Fendorin wrote:Because
1 take me too much time,
I agree that unwrapping takes a lot of time. "Too much" is debatable, of course. You get faster in time; but yeah, it takes me about equal time to unwrap a ship as it takes me to model it.
2 island is too tiny compare by what i want it will be
Basicly i want a nice visual detail texture
"Tiny" is a relative term; --relative to the size of the texture.
I mean ortho texture tiled texture projected texture ... i m not a specialist something like old time ...
not unwrapped if it's possible , some current model (the old capital aera ship into VS for example,the Ox too) have this kind of texture , but if we increase the quality of this texture and add a normal map,spec and luma i guess we can have a nice result no?
or all massive ship have to be unwrap as fighter ( i don't think is a good idea.. due to the different size pixel aspect ratio.)
No, no, nooo, Fendorin. Don't take BAD examples from the past to justify doing the wrong thing. It is true that many of the old models in Vegastrike have multiple textures and various mappings; but those are game-modeling HORRORS, in terms of performance. It was decided long time ago (before my time), not just in Vegastrike but across the gaming industry, to avoid multiple textures. The rule is, with VERY few exceptions allowable:
ONE texture per ship; UV-mapped. Period. No if's or but's. In fact, Hellcat once asked me if I could write a program to convert old meshes so as to unify all textures into a single texture --which assignment I chickened from--; but just to let you know this rule is VERY important. It takes a lot of work, I agree, but it has to be done. What you're proposing is going backwards; you don't want to go that way, at all.
So, forget projection; forget orco...
UV-unwrap;
whole ship;
one texture.
The whole ship MUST be unwrapped onto a single texture, Fendorin. The only current exception is for transparent parts, such as cockpit glass, for fighters, which uses a different shader. The other exception would be for very large space stations, under very special circumstances (it is better to use sub-units, if the reason is multiple instances).
Now, I'm looking at your .blend file, and was about to unwrap parts of it for you, but I'm having mysterious problems...
Seems you're using some Blender features I know nothing about... I don't understand what's going on... In Object mode,
I right-click on an engine, for instance, hit Tab to go to Edit mode, to see the mesh, no problem; but as soon as I hit Tab
again to go back to Object mode, the engine disappears. Right now many parts of the ship have disappeared or become
invisible, and I don't understand why :-/
UPDATE:
I sort-of figured out the problem; not completely... You seem to be in a habit of moving, scaling, rotating objects in Object
mode. Try to avoid that. Blender is either very buggy or very cryptic about its treatement of transformations in Object mode.
I avoid them like the plague. I only move, scale and rotate meshes in Edit mode, and leave my objects alone, all with
their centers at the origin.
When you scale and rotate objects, you have to eventually hit Ctrl-A and click on Apply Scaling and Rotation.
Otherwise your normals get messed up, and all kinds of weirdness happens.
Also, you have ***gazillions*** of objects... at least 50 of them... The way I work is while I'm editing small parts of a mesh
I do it as a separate object; but once I'm done editing it I join it (Ctrl-J) to a mesh. I have at most 5 or 6 object at any time,
for the whole model.
So, to try to Ctrl-A your objects, I called up an Outliner screen. Most of them got Applied okay, but the engines grew
larger and moved away from the ship, when I applied them; I don't understand why. Also, one part of the main mesh
rotated itself...
I don't know why this is happening; it never happened to me; it's got to be you're using Blender features I know
nothing about.
Another thing I do is I name my meshes. You have not only a large number of meshes, but they are all named
cryptically, like "mesh49.002", so, looking for things on the outliner doesn't help.
Not sure what you mean by it not being "workable". Unwrapping is part-science/part-art. Some unwraps are more difficult than others, but all are workable, given time and effort.
If you can post the .blend file with the area of interest selected, maybe I can give you a hand.
I mean:
The hangar bay is a independant mesh unwrapped on 2K texture
Been looking for it; I can't find any mesh with a UV-mapping; but maybe I've missed it, there being so many objects.
, i can bake AO and Radio ...etc something really nice
INTO another mesh (the star ship hull) which is projected,ortho,...Generic tilled textured... something ..nice as i want give a huge aspect effect)
Do you get the idea?
I think I do; but it is a BAD idea.
If you use tiled textures, you lock yourself out of the possibility of ambient occlusion.
You need to learn how to UV-unwrap, and get used to it. The engines, for example, should be unwrapped first,
then copied around.
In fact. You could start with a single engine, in another layer, centered on the origin, cut it so that you only have
one quarter of it left, and put mirror on X and Y (or X and Z), so it becomes a full engine again. Then you unwrap
that one quarter; then you apply mirror for one of the axes, select the new parts of the mesh, flip and move the
islands. Repeat for the other axis.
Now your whole engine is unwrapped.
Now you move the mesh to layer one, copy it, move the copy to a location where you want an engine, and in the
UV map you move its unwrap, say, to the bottom-left corner.
You copy the engine again, move it onto another engine location, then move its uv-unwrap near the previous
unwrap, above or to the right of the uv-unwrap of the first engine.
Wash and repeat until all the engines are placed, for half the ship.
Keep unwrapping all the parts of half the ship onto only half of the UV texture space.
When you're done unwrapping that half of the ship, you join all your objects together, apply mirror, select the
new half of the ship (in Edit mode), then in the UV window select its unwrap (which by default will be
overlapping the first half), flip it horizontally, and move it to the opposite side of the texture. And it's done.
So you only manually unwrap one quarter of one engine, and the rest is just copying and flipping and copying.
Take a look here for a very good way to organize a UV unwrap:
http://wcjunction.com/phpBB2/viewtopic. ... 0000#20000
Another thing you could do to make your unwrapping easier is to try and avoid triangles.
Take a look at this Gladius mesh:
In the entire mesh I only have two triangles, if I remember correctly. Couldn't find a way to get rid of them.
A mesh made entirely of quads is easier to work with, easier to unwrap, subsurf-friendly, and often it
shades better.
Looking at your ship, the mesh is completely triangulated; in fact, I don't see a single quad...
And some of the triangles are very long and thin. That's VERY hard to work with.
Easier to show than to explain: I did a start of a mesh base for one of these sections. Just
extruded a polygon, then Ctrl-R loop cuts everywhere I figured a cut is needed.
All the lines are either straight front-to-back, or transversal. Don't really have to be straight,
but more or less... Then you can split the quads that need diagonals, and once the areas
to be raised have their perimeters drawn, select them, Ctrl-E, ESC, and Alt-S and raise
them. It will make not just unwrapping, but
everything easier to have a mesh made
of quads only, and a grid-like subdivision.