Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: magatsu1 on September 02, 2004, 03:50:22 pm

Title: Mag1's FighterWIP
Post by: magatsu1 on September 02, 2004, 03:50:22 pm
(http://premium.uploadit.org/magatsu1/fighter1.JPG)

(http://premium.uploadit.org/magatsu1/fighter2.JPG)

(http://premium.uploadit.org/magatsu1/fighter3.JPG)

this'll be my first complete Fighter (hopefully with full interface) for the record.
And, yeah, I like the look of Planes.
Title: Mag1's FighterWIP
Post by: Gai Daigoji on September 02, 2004, 03:55:29 pm
Wow, I like it. Keep up the good work :)
Title: this is probably overkill but what the hell
Post by: magatsu1 on September 02, 2004, 05:28:25 pm
(http://premium.uploadit.org/magatsu1/2xblokey.JPG)

Nico's cockpit mesh (x2)

1300 polys (exactly) overall, with plenty of scope for refinement.
Title: Mag1's FighterWIP
Post by: Trivial Psychic on September 02, 2004, 11:40:58 pm
I would guess that this isn't for the Freespace universe.
Title: Mag1's FighterWIP
Post by: Yogert on September 03, 2004, 12:38:01 am
Looks like a Terran atmospheric recon craft with some Vasudan influence (namely the engines). Makes me think of something they'd be developing at Area 51;)
Title: Mag1's FighterWIP
Post by: Gloriano on September 03, 2004, 12:41:42 am
Kinda nice :)
Title: Mag1's FighterWIP
Post by: Black Wolf on September 03, 2004, 01:27:05 am
Quote
Originally posted by Yogert
Looks like a Terran atmospheric recon craft with some Vasudan influence (namely the engines). Makes me think of something they'd be developing at Area 51;)


*Hustles Yogert into Black Van*
*Flashy Things Everyone*
Title: Mag1's FighterWIP
Post by: Janos on September 03, 2004, 02:42:40 am
Morningstar.
Title: Mag1's FighterWIP
Post by: Unknown Target on September 03, 2004, 11:04:58 am
Looks like a cross between the F-22 and the YF-19 from Macross. :)
Title: Mag1's FighterWIP
Post by: Taristin on September 03, 2004, 11:36:27 am
Vasudan Engines pwn.
Title: Mag1's FighterWIP
Post by: magatsu1 on September 03, 2004, 11:44:46 am
Quote
Originally posted by Yogert
Makes me think of something they'd be developing at Area 51;)


KGB agent's probably died tryin' to get this sort of stuff 20 years ago (http://www.dfrc.nasa.gov/)

Area51 has a website!
Title: Mag1's FighterWIP
Post by: Taristin on September 03, 2004, 11:45:55 am
Since when is NASA Area 51?
Title: Mag1's FighterWIP
Post by: magatsu1 on September 03, 2004, 11:52:03 am
well, as NASA deals with super advanced, cutting edge aero..auro..flight stuff, and Area51 deals with super advanced, cutting edge flight stuff, I kinda figured...

How do you know what they do there anyway, hmmm ?
Title: Mag1's FighterWIP
Post by: Lynx on September 03, 2004, 11:54:39 am
Quote
Originally posted by Janos
Morningstar.


Yeah. It just needs those fins on the back and it's perfect.:D
Title: Mag1's FighterWIP
Post by: magatsu1 on September 03, 2004, 03:49:50 pm
okay, time for me to learn how to do a Fighter Map (here comes the pain)

this is what I got from Lith (box mapping)
(http://premium.uploadit.org/magatsu1/Mag4map.jpg)

above and below have the largest surface area so I figure they should get the most uv space. What I wanna know is do I essentially paint over the outlines with PSP (or whatever) ?

and does background matter when doing this sort of map ?
(the model isn't finished BTW, I'm just praticing right now)
Title: Mag1's FighterWIP
Post by: Unknown Target on September 03, 2004, 03:57:32 pm
Personally, I'd definately make it taller :)
Title: Mag1's FighterWIP
Post by: aldo_14 on September 03, 2004, 05:23:53 pm
Quote
Originally posted by magatsu1
okay, time for me to learn how to do a Fighter Map (here comes the pain)

this is what I got from Lith (box mapping)
(http://premium.uploadit.org/magatsu1/Mag4map.jpg)

above and below have the largest surface area so I figure they should get the most uv space. What I wanna know is do I essentially paint over the outlines with PSP (or whatever) ?

and does background matter when doing this sort of map ?
(the model isn't finished BTW, I'm just praticing right now)


NB:  you can defo enlarge some of those UV spaces to get better texture detail.  Stretch the sides horizontally inparticular - the curvature means that the texture polys aren't actually as large as those on the models (disproportionate).

Of copurs,e you maybe know this anyways if it's just a wip UV :)
Title: Mag1's FighterWIP
Post by: StratComm on September 03, 2004, 05:57:50 pm
You'd probably have an easier time if everything was rotationally aligned, if you're going to be doing any straight lines.  That's a fairly minor thing, but it can make a difference sometimes.

And a useful tip for increasing the amount of UV space available for a symmetric ship: slice it along its centerline and only map half of it.  You can then mirror the textured half and put it back together to get a completed fighter.  I'm not sure how well the cockpit model will take that, but it's usually worth a shot anyway.
Title: Mag1's FighterWIP
Post by: magatsu1 on September 04, 2004, 06:04:42 am
actually aldo this is my first bash at doing a map so I appreciate anything you guys wanna point out.