Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Solatar on February 23, 2003, 03:03:19 pm

Title: Recruiting a texturer
Post by: Solatar on February 23, 2003, 03:03:19 pm
I need somebody to properly texture this ship.
The model can be found here (http://www.3dap.com/hlp/hosted/14_year_war\models\test.cob)
here's a pic.
(http://www.3dap.com/hlp/hosted/14_year_war/Hades/model.jpg)
Title: Recruiting a texturer
Post by: karajorma on February 23, 2003, 03:43:38 pm
Now that's an interesting design Hades. what race does it belong to?
Title: Recruiting a texturer
Post by: Galemp on February 23, 2003, 05:04:26 pm
*chants* ANcients ANcients ANcients
Title: Recruiting a texturer
Post by: Solatar on February 23, 2003, 06:53:01 pm
It started out as Terran, but I kind of thought it looked a little Vasudan.

GE, you're right, I think it should be Ancient.
Title: Recruiting a texturer
Post by: Solatar on February 23, 2003, 07:37:19 pm
Here's a cruddy Ancients skinned one.

I wanted it to look organic, so the back fin is kind of warped.
Title: Recruiting a texturer
Post by: Galemp on February 23, 2003, 11:54:04 pm
Yeuch. Get it UV mapped.
Title: Recruiting a texturer
Post by: Solatar on February 24, 2003, 03:22:29 pm
Quote
Originally posted by GalacticEmperor
Yeuch. Get it UV mapped.


I'll see if I can get somebody to do it.:D
Title: Recruiting a texturer
Post by: Martinus on February 25, 2003, 09:38:42 am
Quote
Originally posted by Hades


I'll see if I can get somebody to do it.:D


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How many polys?
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Title: Recruiting a texturer
Post by: Galemp on February 25, 2003, 09:46:44 am
100 exactly, but no thrusters, LODs, or debris...
Title: Recruiting a texturer
Post by: Katalyan on February 26, 2003, 03:50:44 am
i like the model.  maybe a bit plain and low poly, but with thrusters, etc. i'm sure it will look better.  give it some thrusters, weapons, etc. and re post it, so we can have a look at the finished product
Title: Recruiting a texturer
Post by: Martinus on February 27, 2003, 09:37:09 am
Quote
Originally posted by Katalyan
i like the model.  maybe a bit plain and low poly, but with thrusters, etc. i'm sure it will look better.  give it some thrusters, weapons, etc. and re post it, so we can have a look at the finished product


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Actually there is something I just like about that hull design even though it is low poly. I'm sure with a little bit of experiementation you could improve it but I think it looks rather good. :nod:
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Title: Recruiting a texturer
Post by: Martinus on February 27, 2003, 06:30:41 pm
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I took a look at the mesh, what modelling program did you use? The tail section is warped and the engines are pretty different in shape, there's also a lot of unnecessary polys. I'm not berating you I just think you should keep working on the mesh.
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Title: Recruiting a texturer
Post by: Solatar on February 27, 2003, 06:51:54 pm
I've fixed the tail warp.


I did the model in Blender.
Title: Recruiting a texturer
Post by: Martinus on February 27, 2003, 06:58:15 pm
Quote
Originally posted by Hades
I've fixed the tail warp.


I did the model in Blender.


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I still build most of my models in Rhino it's exceptionally user friendly and very very accurate.

If you like blender try GMax, using the md3 (Quake 3) exporter and a converter (blender might actually work) you have a powerful freeware modeller with all of the modelling tools of 3DSmax.

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Title: Recruiting a texturer
Post by: Solatar on February 27, 2003, 08:11:36 pm
Is it free? I don't have money to spend on 3d modeling tools.
Title: Recruiting a texturer
Post by: HotSnoJ on February 28, 2003, 02:06:25 am
No no Blender is the way to go.

Hades if you use the subsuf function you might be able to detect edges and faces that aren't suppose to be in a model.
Title: Recruiting a texturer
Post by: Deepblue on March 03, 2003, 12:04:17 am
Quote
Originally posted by Maeglamor


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I still build most of my models in Rhino it's exceptionally user friendly and very very accurate.

If you like blender try GMax, using the md3 (Quake 3) exporter and a converter (blender might actually work) you have a powerful freeware modeller with all of the modelling tools of 3DSmax.

[/color]

Its not quite the same...
Its more like 3ds r.3 not MAX but plain old 3ds...
Title: Recruiting a texturer
Post by: Martinus on March 03, 2003, 07:29:15 am
Quote
Originally posted by Deepblue

Its not quite the same...
Its more like 3ds r.3 not MAX but plain old 3ds...


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I've used both max 3.1 and GMax, I thought they were pretty similar in most respects as far as modelling is concerned. *shrugs*
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