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

Posted: Wed Sep 08, 2010 10:10 pm
by Deus Siddis
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.

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

Posted: Thu Sep 09, 2010 11:08 am
by Fendorin
is true is make the work easier to use orianeted dummy map for Unwrap your model

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

Posted: Wed Sep 22, 2010 5:29 pm
by Boaal
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!

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

Posted: Fri Sep 24, 2010 12:22 pm
by starbright
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

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

Posted: Wed Sep 29, 2010 9:57 pm
by Neskiairti
I just noticed that and came to mention it XD im a bit late though.... that was hilarious!

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

Posted: Sun Dec 05, 2010 11:56 pm
by starbright
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/ ... test.blend

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

Posted: Mon Dec 06, 2010 7:40 am
by pheonixstorm
Looks good to me

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

Posted: Mon Dec 06, 2010 2:21 pm
by Fendorin
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.

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

Posted: Mon Dec 06, 2010 10:04 pm
by charlieg
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/ ... test.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.

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

Posted: Wed Dec 08, 2010 3:32 am
by klauss
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.

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

Posted: Thu Sep 22, 2011 1:14 am
by pheonixstorm
Have the blend file downloaded.. just wish someone would finish up this model so we could use it :(

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

Posted: Thu Sep 22, 2011 12:07 pm
by DaveAshton
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.

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

Posted: Thu Sep 22, 2011 5:55 pm
by pheonixstorm
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:

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

Posted: Fri Sep 23, 2011 9:27 am
by DaveAshton
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?