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Raven Night
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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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_________________ Arguing with someone that is beneath you is pointless. If you start an argument with this kind of person, you have already lost the argument.
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We should thank SOE for providing us with an example of how NOT to manage an online game.
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Raven Night
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lost_jedi
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looks great i love the subtle details, not too much not to little! and the parts which are actualy modled. They look great!
Well done dude 
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G.
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hitman013
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beautiful textures
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_________________ OK I AM STUPID, I AM NOT FUNNY, MY POSTS ARE STUPID AND I WILL KILL MYSELF NOW
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Armondikov
Tan tan ta ra, tzing boom! Moderator


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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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blaXXer
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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? 
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Armondikov
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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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Raven Night
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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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_________________ Arguing with someone that is beneath you is pointless. If you start an argument with this kind of person, you have already lost the argument.
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We should thank SOE for providing us with an example of how NOT to manage an online game.
..........Me.
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Derbus
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Very nice indeed!
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Raven Night
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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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_________________ Arguing with someone that is beneath you is pointless. If you start an argument with this kind of person, you have already lost the argument.
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We should thank SOE for providing us with an example of how NOT to manage an online game.
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Raven Night
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blaXXer
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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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Raven Night
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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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_________________ Arguing with someone that is beneath you is pointless. If you start an argument with this kind of person, you have already lost the argument.
..........Author unknown.
We should thank SOE for providing us with an example of how NOT to manage an online game.
..........Me.
Raven Night
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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
Raven Night wrote: | I can give your method you mentioned a try. |
please do so.
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Phaser
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Whoa-hoa-hoa! This looks great! Nice job, Raven Night!
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yeah, would be great for big battle scenes with lots of ships^^
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Legacy
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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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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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Raven Night
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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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_________________ Arguing with someone that is beneath you is pointless. If you start an argument with this kind of person, you have already lost the argument.
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We should thank SOE for providing us with an example of how NOT to manage an online game.
..........Me.
Raven Night
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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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Raven Night
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Armondikov
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Holy sh*t. Not a bad job at all, next step, teach me how to do textures!
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