Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
Moderator: pyramid
-
- Elite
- Posts: 1363
- Joined: Sat Aug 04, 2007 3:42 pm
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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.
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
is true is make the work easier to use orianeted dummy map for Unwrap your model
-
- Hunter
- Posts: 93
- Joined: Sun May 06, 2007 6:43 pm
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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!
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.
Have a listen.
-
- Merchant
- Posts: 52
- Joined: Sun Apr 18, 2010 12:18 am
- Location: Austria
- Contact:
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
Hey thanks for tipping me off. I'd never watched Zero Punctuation before, and there it is about half way through, cool!Boaal wrote:Your ship just got a cameo in the latest Zero Punctuation out of NOWHERE!
I design spaceships. Take a look! http://starbrightillustrations.com
-
- Confed Special Operative
- Posts: 334
- Joined: Thu Jan 11, 2007 4:10 am
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
I just noticed that and came to mention it XD im a bit late though.... that was hilarious!
-
- Merchant
- Posts: 52
- Joined: Sun Apr 18, 2010 12:18 am
- Location: Austria
- Contact:
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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.
Here's the latest blend file.
http://www.starbrightillustrations.com/ ... test.blend
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
I design spaceships. Take a look! http://starbrightillustrations.com
-
- Elite
- Posts: 1567
- Joined: Tue Jan 26, 2010 2:03 am
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
Looks good to me
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
-
- Elite Venturer
- Posts: 725
- Joined: Mon Feb 26, 2007 6:01 pm
- Location: France, Paris
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
There is no really well working Automatic unwrapstarbright 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.
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.
-
- Elite Mercenary
- Posts: 1329
- Joined: Thu Mar 27, 2003 11:51 pm
- Location: Manchester, UK
- Contact:
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
Don't forget it (!) as it is a great model.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.
Here's the latest blend file.
http://www.starbrightillustrations.com/ ... test.blend
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
FreeGameDev forum - open source game development community
-
- Elite
- Posts: 7243
- Joined: Mon Apr 18, 2005 2:40 pm
- Location: LS87, Buenos Aires, República Argentina
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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.
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.
-
- Elite
- Posts: 1567
- Joined: Tue Jan 26, 2010 2:03 am
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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
-
- Merchant
- Posts: 49
- Joined: Mon Aug 15, 2011 4:04 pm
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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.pheonixstorm wrote:Have the blend file downloaded.. just wish someone would finish up this model so we could use it
-
- Elite
- Posts: 1567
- Joined: Tue Jan 26, 2010 2:03 am
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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
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
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 awayFor 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
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
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
-
- Merchant
- Posts: 49
- Joined: Mon Aug 15, 2011 4:04 pm
Re: Duelist Heavy Fighter, Hunter's Guild (I'm having a go!)
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).
Any thoughts? Questions? Preferences?
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).
Any thoughts? Questions? Preferences?