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Texture attempt number 2....improving a bit.
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Post Posted: 01-24-2006 03:15 PM Post subject: Texture attempt number 2....improving a bit.

Lot's of bed time, so kept busy...started looking at LC's textures...how he had them set up and such, and after some fiddling I figured out the right settings myself.

Now, this is a first attempt....err, more like a real attempt at a texture job. This model is both poly heavy and stacked with multiple textures, so by no means will it be ready to push into the game when finished....however, it should be easier for someone to set up a simple texture set and reduce the polys once I am done.

I added two shots...my impulse vent and the wing panels and warp coils on the MaveQ. There are other small places I have added textures, but these are the most obvious at the moment. I also made my first standard hull texture. Not sure about the hue....the old BOP was more olive, the Vorcha more bluish-green, the Neg more drab OR bluish-green, so I guess it is a toss-up. I'm leaning toward the Vorcha Blueish-green.

Opinions welcome.


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Post Posted: 01-24-2006 05:03 PM Post subject:

looks great Smile i love the subtle details, not too much not to little! and the parts which are actualy modled. They look great!

Well done dude Mr. Green


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Post Posted: 01-24-2006 05:30 PM Post subject:

Very nicely detailed. Looking good.


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Post Posted: 01-24-2006 08:23 PM Post subject:

Thumbs Up

G.


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Post Posted: 01-24-2006 09:15 PM Post subject:

WOW Surprised LOOKS GREAT!!


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Post Posted: 01-24-2006 09:55 PM Post subject:

beautiful textures


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Post Posted: 01-25-2006 02:15 PM Post subject:

Wow, you're like a one man model making machine. Now you've got texturing up your sleeve, I'll just retire.


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Post Posted: 01-25-2006 03:51 PM Post subject:

Armondikov wrote:
Wow, you're like a one man model making machine. Now you've got texturing up your sleeve, I'll just retire.


you know you can't get out that easily don't you? Wink


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Post Posted: 01-26-2006 01:35 PM Post subject:

Well, I can come up with more excuses if you really want to know the finer details of why yesterday was a bit sh*t.


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Post Posted: 01-26-2006 01:45 PM Post subject:

nah, that's perfectly fine with me...


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Post Posted: 01-27-2006 04:45 PM Post subject:

Armondikov wrote:
Wow, you're like a one man model making machine. Now you've got texturing up your sleeve, I'll just retire.


Yea, like I could ever be as good as you are......lol.

No matter how good I get I need you to change it from crap to gold. Besides, you are the man...im just the boss.

Oh, remember the Scarab? I never got to peek at that mesh. Do you still have it?


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Post Posted: 01-28-2006 01:36 AM Post subject:

Very nice, i like em...


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Post Posted: 01-28-2006 06:34 AM Post subject:

Very nice indeed!


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Post Posted: 01-28-2006 04:52 PM Post subject:

Ok, here is the progress sofar. I have the base textures down, and added some detail here and there. There is still much more to do. I have to repair the nose for one....it looks horrible under the bridge in the torp launcher area.

I'm also having trouble working with topography in PSP....trying to create raised panels. I can do it fine with a plain texture, but I want to use the base texture I made. The problem is that the topography feature naturally raises all of the shaded items on the map. I think I have to figure out how to set up layers so the base texture is uneffected.

At any rate, here are the pics...I will post more specific area pics if requested.


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Post Posted: 01-28-2006 05:03 PM Post subject:

for that effect, ever tried to draw new objects as vector objects and then applying an inner or outer bevel to them?
of course you gotta keep objects with different properties on seperate layers.
at least that's how it works in paint shop pro^^

the ship looks great, btw...so, what's the polycount on it?


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Post Posted: 01-28-2006 05:15 PM Post subject:

The poly count is high on this one, since it is just a concept for rework.......11628. Most of the detail is modeled in instead of textured. Lots of items, like the wing panels, could be replaced with textures.

I can give your method you mentioned a try.


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Post Posted: 01-28-2006 06:15 PM Post subject:

Raven Night wrote:
The poly count is high on this one, since it is just a concept for rework.......11628. Most of the detail is modeled in instead of textured. Lots of items, like the wing panels, could be replaced with textures.

that's why I asked Grin

Raven Night wrote:
I can give your method you mentioned a try.

please do so.


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Post Posted: 01-28-2006 06:37 PM Post subject:

Whoa-hoa-hoa! This looks great! Nice job, Raven Night!


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Post Posted: 01-28-2006 06:42 PM Post subject:

you could keep this high poly model for the CGI work??


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Post Posted: 01-29-2006 01:20 AM Post subject:

yeah, would be great for big battle scenes with lots of ships^^


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Post Posted: 02-03-2006 09:37 AM Post subject:

Well, You improved, no doubts about that.
Now you need to redo that model with 3k and 1 1024 map, then you won't need modellers anymore.

Next step is put the mind over unwrapping for a week to understand fully how to put stuff over a single map. This way the "topography" effect in photoshop, which we all call "bevel and emboss" will work better.

LC


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Post Posted: 02-03-2006 05:58 PM Post subject:

Good job Smile It would be nice to see this in BC


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Post Posted: 02-03-2006 06:48 PM Post subject:

Dodge and burn are your friend!


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Post Posted: 02-05-2006 09:10 AM Post subject:

OMG Raven is getting good. *runs to check the thermometer of Hell*

All the time with those nurses and pills must be working their respective magic. Mr. Green

Time to kick some BC2 arse!


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Post Posted: 02-05-2006 03:39 PM Post subject:

LOL what SF said ^^


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Post Posted: 02-05-2006 05:02 PM Post subject:

Legacy wrote:
Well, You improved, no doubts about that.
Now you need to redo that model with 3k and 1 1024 map, then you won't need modellers anymore.

Next step is put the mind over unwrapping for a week to understand fully how to put stuff over a single map. This way the "topography" effect in photoshop, which we all call "bevel and emboss" will work better.

LC


Oh well, it's not all that hard as it may look like...it's just a matter of understanding how the techniques work...


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Post Posted: 02-06-2006 09:46 PM Post subject:

My problem is twofold, but my progress is steady...first the progress.

I have learned how to select individual polys and unwrap. Also, I have set up seperate diffuse, bump and glow maps. Learned to go in the negative on bump level to avoid glowing hulls. Also learned flatten mapping, so I can grab sections and put them where I want.

Right now I have 3 texture sets...2 are detail sets and one is a hull pattern set with 4 different shades for non-detail areas. The maps are 1024x1024. Obviously this is a choke...im new at this guys. Eventually I will get it down to 512's and one or two maps at most.

I still have to work out the glow and specular relationship, get more comfortable with working with flat mapping in unwrap, and of course create detailing that does not look like a pack of garbage. Still messing with topography as the method for adding depth mentioned above made me spit in anger several times.....not a good thing in my present state.

At any rate, the plan is to create a model a mechanic can work with at present, but eventually I will probably jump into the modeling fray as my skills improve.

....and that will be a scary day indeed. Can you say model flood?


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Post Posted: 02-06-2006 11:35 PM Post subject:

I'm sure you'll figure out.
If you should, nonetheless have further problems, contact me via MSN and I'll see what I can do to help you.


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Post Posted: 02-25-2006 11:00 AM Post subject:

Ok, I posted my finished pics in Modding. Here is the link...

http://dynamic.gamespy.com/~bridgecommander/phpBB/viewtopic.php?p=484231#484231

Enjoy. Comments welcome.


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Post Posted: 02-26-2006 03:53 PM Post subject:

Holy sh*t. Not a bad job at all, next step, teach me how to do textures!


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