Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Thinking about improving the Artwork in Vega Strike, or making your own Mod? Submit your question and ideas in this forum.

Moderator: pyramid

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby Deus Siddis » Wed Sep 08, 2010 3:10 pm

Also, you'll want to create a test texture with a directional pattern, like small repeating arrows with the same orientation. That way you can make sure all of your UV patches are oriented the same way or following some sort of logic at least, which can make texturing a lot easier.
Deus Siddis
Elite
Elite
 
Posts: 1362
Topics: 13
Joined: Sat Aug 04, 2007 8:42 am

Share On:

Share on Facebook Facebook Share on Twitter Twitter Share on Digg Digg

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby Fendorin » Thu Sep 09, 2010 4:08 am

is true is make the work easier to use orianeted dummy map for Unwrap your model
User avatar
Fendorin
Elite Venturer
Elite Venturer
 
Posts: 725
Topics: 57
Joined: Mon Feb 26, 2007 11:01 am
Location: France, Paris

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby Boaal » Wed Sep 22, 2010 10:29 am

Hoolly fuck, dude! Your ship just got a cameo in the latest Zero Punctuation out of NOWHERE!
It's in the review of Metroid: Other M.
Nice going, man!
The Twitching Pattern - http://www.last.fm/music/The+Twitching+Pattern
Have a listen.
Boaal
Hunter
Hunter
 
Posts: 93
Topics: 12
Joined: Sun May 06, 2007 11:43 am

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby starbright » Fri Sep 24, 2010 5:22 am

Boaal wrote:Your ship just got a cameo in the latest Zero Punctuation out of NOWHERE!


Hey thanks for tipping me off. I'd never watched Zero Punctuation before, and there it is about half way through, cool! :D
I design spaceships. Take a look! http://starbrightillustrations.com
User avatar
starbright
Merchant
Merchant
 
Posts: 52
Topics: 2
Joined: Sat Apr 17, 2010 5:18 pm
Location: Austria

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby Neskiairti » Wed Sep 29, 2010 2:57 pm

I just noticed that and came to mention it XD im a bit late though.... that was hilarious!
Neskiairti
Confed Special Operative
Confed Special Operative
 
Posts: 334
Topics: 11
Joined: Wed Jan 10, 2007 9:10 pm

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby starbright » Sun Dec 05, 2010 4:56 pm

I've got a bit bogged down with this model.
Image
I haven't worked on it for ages.
I reckon it's a bit too complicated.
Should I do an automatic unwrap at least. Would that be useful? Should I simplify this model?
Or should I just forget it and do a simpler model.
I'm not at all sure what to do for the best.

Here's the latest blend file.
http://www.starbrightillustrations.com/blends/franklin_spaceship_blend_latest.blend
I design spaceships. Take a look! http://starbrightillustrations.com
User avatar
starbright
Merchant
Merchant
 
Posts: 52
Topics: 2
Joined: Sat Apr 17, 2010 5:18 pm
Location: Austria

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby pheonixstorm » Mon Dec 06, 2010 12:40 am

Looks good to me
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
User avatar
pheonixstorm
Elite
Elite
 
Posts: 1567
Topics: 113
Joined: Mon Jan 25, 2010 7:03 pm

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby Fendorin » Mon Dec 06, 2010 7:21 am

starbright wrote:I've got a bit bogged down with this model.
I haven't worked on it for ages.
I reckon it's a bit too complicated.
Should I do an automatic unwrap at least. Would that be useful? Should I simplify this model?
Or should I just forget it and do a simpler model.
I'm not at all sure what to do for the best.


There is no really well working Automatic unwrap
u can eventually unwrap it by group of projection

IMHO the problem with complex mesh bu unwrapping is too much work in regards to the purpose

you can at least let it blank, but in this case cannot be us into the baked system for new set of UV Map.
User avatar
Fendorin
Elite Venturer
Elite Venturer
 
Posts: 725
Topics: 57
Joined: Mon Feb 26, 2007 11:01 am
Location: France, Paris

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby charlieg » Mon Dec 06, 2010 3:04 pm

starbright wrote:I've got a bit bogged down with this model.
Image
I haven't worked on it for ages.
I reckon it's a bit too complicated.
Should I do an automatic unwrap at least. Would that be useful? Should I simplify this model?
Or should I just forget it and do a simpler model.
I'm not at all sure what to do for the best.

Here's the latest blend file.
http://www.starbrightillustrations.com/blends/franklin_spaceship_blend_latest.blend

Don't forget it (!) as it is a great model.

Just pick another ship to model, and do something that you find a bit more enjoyable. With modelling, you are always learning, and your next effort will benefit from this one and maybe later you'll find you've got some ideas for improving this model or how to more easily unwrap it.

Somebody should upload the .blend to VS svn "just in case" though.
Free Gamer - free software games compendium and commentary!
FreeGameDev forum - open source game development community
User avatar
charlieg
Elite Mercenary
Elite Mercenary
 
Posts: 1328
Topics: 56
Joined: Thu Mar 27, 2003 4:51 pm
Location: Manchester, UK

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby klauss » Tue Dec 07, 2010 8:32 pm

The model, if it's too complex to unwrap, could be used to bake normal maps. For that, a less complex, unwrappable model would be needed.

xNormal and other tools like it, I think, can use the unwrapped detailed model to bake corrective normal maps that make the lower-detail model look closer to the detailed one.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
User avatar
klauss
Elite
Elite
 
Posts: 7243
Topics: 55
Joined: Mon Apr 18, 2005 7:40 am
Location: LS87, Buenos Aires, República Argentina

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby pheonixstorm » Wed Sep 21, 2011 6:14 pm

Have the blend file downloaded.. just wish someone would finish up this model so we could use it :(
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
User avatar
pheonixstorm
Elite
Elite
 
Posts: 1567
Topics: 113
Joined: Mon Jan 25, 2010 7:03 pm

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby DaveAshton » Thu Sep 22, 2011 5:07 am

pheonixstorm wrote:Have the blend file downloaded.. just wish someone would finish up this model so we could use it :(


What needs doing to it? If it needs a texture (or something else that's non-modelling based), it might be a good diversion from the Executor I'm working on.
User avatar
DaveAshton
Merchant
Merchant
 
Posts: 49
Topics: 14
Joined: Mon Aug 15, 2011 9:04 am

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby pheonixstorm » Thu Sep 22, 2011 10:55 am

if you read over the entire thread you will find a post on how large the poly count is.. though I tried to look but didnt see it. So, just follow this scale posted by chuck

For a small fighter, 5,000 quads would be really good.
For a corvette-size ship, 15,000 quads
For a carrier, say 50,000 quads
For a space station, up to 150,000 quads


I would say that any model in the above categories should be no larger than 3 times the stated number of quads... I think this model as it stands has a few hundred thousad. If you think you can drop the number down to something reasonable w/o destroying the model then great, drop n texture away :)

While looking over the first few pages of the thread I did find several models listed that need an overhaul. I will put a list together and post in a new thread. I dont know whats easier.. fixing existing work or create new. Until I can learn a little about blender i'll leave that to whoever still lurks around that is of the artsy type :lol:
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
User avatar
pheonixstorm
Elite
Elite
 
Posts: 1567
Topics: 113
Joined: Mon Jan 25, 2010 7:03 pm

Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)

Postby DaveAshton » Fri Sep 23, 2011 2:27 am

I've started to remove superfluous lines from the Franklin model (there are quite a few completely flat areas with lines across them, they're the first thing I'll be squashing), and am wondering what are people's views on changing the cockpit? Its current "massive egg" form isn't really ideal if we're trying to bring down the amount of angles.

I'm thinking something more along the lines of a boxy cockpit with big windows, similar to the Apache and Y-Wing (the Y-Wing style would also have a window on the top, just forward of the ion cannons).

Image

Image

Any thoughts? Questions? Preferences?
User avatar
DaveAshton
Merchant
Merchant
 
Posts: 49
Topics: 14
Joined: Mon Aug 15, 2011 9:04 am


Previous

Return to Content Vetting

Who is online

Users browsing this forum: No registered users and 1 guest

cron