Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: magatsu1 on September 02, 2004, 03:50:22 pm
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(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.
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Wow, I like it. Keep up the good work :)
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(http://premium.uploadit.org/magatsu1/2xblokey.JPG)
Nico's cockpit mesh (x2)
1300 polys (exactly) overall, with plenty of scope for refinement.
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I would guess that this isn't for the Freespace universe.
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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;)
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Kinda nice :)
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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*
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Morningstar.
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Looks like a cross between the F-22 and the YF-19 from Macross. :)
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Vasudan Engines pwn.
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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!
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Since when is NASA Area 51?
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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 ?
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Originally posted by Janos
Morningstar.
Yeah. It just needs those fins on the back and it's perfect.:D
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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)
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Personally, I'd definately make it taller :)
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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 :)
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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.
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actually aldo this is my first bash at doing a map so I appreciate anything you guys wanna point out.