Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Roanoke on December 30, 2005, 05:00:15 pm
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This is actually gonna be a static prop, hopefully going into a custom System Shock 2 map. Cos' the Shock "Dark" engine is older than FS it's a low poly (<800) mesh but I fancy a cross over to FS, allbeit beefed up or a Vanilla model.
(http://premium1.uploadit.org/magatsu1//1234.JPG)
(http://premium1.uploadit.org/magatsu1//123.JPG)
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Me likes! :yes:
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I like. REminds me a bit of my huntercraft, but with big engine pods on the sides.
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Very good.
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Vaguely similar to a C&C Orca (the original one...)
Not too sure about those spars attaching the engines though...
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Vaguely similar to a C&C Orca (the original one...)
Exactly what I thought, I would even go so far as to say it could be a direct predecessor to the good ol' Orca we all know and love.
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No, a successor seems more likely, since the drives look more advanced then the Orca's tilt-fans.
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I actually started playing C&C Tiberium Sun recently (again), though the resembelence wasn't intended. It just kinda happened. I've been building generic sci-fi stuff, such as vehicles, guns, props etc for possible cross over game content ie, porting models into different games.
On that thought, building within strict poly limits is fun. More fun than mega-high-poly rendering, IMO.
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It reminds me of the Orca fighter from the Command & Conquer games
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Looks neat, I like it :)
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i did something very similar a long time ago for descent 2. i was inspired by those terminator 2 flying robot things. i like the way you did the tail, looks ww2ish.
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They all end up very similar looking these ships don't they. Other forum members have already pointed out that it looks like X ship or Y ship, it also looks like the Valkyrie gunship. One of my favourite ships from B5. Which I guess means that it looks pretty cool ;)
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Gone through a major rebuild (took it back to a symmetry modifier stage) which kinda torpedo'd the mapping process. Piccys to follow when I can decide what to do with the cockpit nose area. Still shooting for <1K polys. You wouldn't believe how untidy the mesh was. must have unwrapped it about 5 times now, for various reasons. :sigh:
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(http://premium1.uploadit.org/magatsu1//untitled11.JPG)
(http://premium1.uploadit.org/magatsu1//untitled22.JPG)
(http://premium1.uploadit.org/magatsu1//untitled33.JPG)
more confident in my unwrapping hence more polys. 1200 approx, with plenty of room for manouvre.
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The tail configuration also reminds me of the V-22 Osprey, except that the V-22 uses rotors rather than full-on jets.
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I'm still not happy with what the unwrap modifier is producing. This is the mesh prior to unwrapping:
(http://premium1.uploadit.org/magatsu1//erererrrerere.JPG)
So am I right in thinking all those verts 'n' edges which are located out of the mapping box are problems ? I tried rebuilding the ares with little success, unlike last time. I still don't understand why there's a problem as the mesh is 100%.
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Umm. You have to select faces, uv map it, and then unwrap...
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you should break it up into sections first, you can add a bunch of selection modifiers to set up groups and thin uv map each one individually. in truespace i accomplish the same thing my giving each section a different color, which can be selecte with ctrl + the polygot selection tool. makes them easyer to select and project.
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No, what I mean is the errors I'm getting appear to correspond with the verts and edges that are all skew whiff prior to unwrapping. Ie, if all the verts 'n' faces are all within the mapping box prior to any adjustment then the mesh is sound, atleast that's how it appears to be.
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what you need to to is move everything out of the box on the uvw editor. and then select a group of pollies, apply a projection to them, and then adjust them in the uvw editor so they dont take up all the space. that mess of pollies you have there is normal on a model with no uv space.
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[img][http://premium1.uploadit.org/magatsu1//676766.JPG/img]
Nah, what I mean is I'm concerned the verts highlighted are some kind of error wth the mesh
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Most likely not, unless you apply a projection to them and they don't move. That jumbled mess looks more or less normal to me for a mesh that you haven't mapped yet.
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well if youre concerned just apply a flat projection to the whole thing and apply some texture so that you can make sure everythings contiguous. this also makes sure some poly didnt get way out in the outskirts of the uv map. then you start beating yourself upside the head cause theres one poly you cant find in the uv editor. it also makes it easyer to account for all your polies. project em and move em off to the side then make all your individual projections from there.
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I'm not sure why you're even bothering checking the mesh with the unwrapper prior to mapping it, anyways.
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oy! you stole that from MechAssault! :p
not bad though. ;)
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I'm not sure why you're even bothering checking the mesh with the unwrapper prior to mapping it, anyways.
like Nuke said I'd get half way through it and find faces missing from the UV editor but otherwise looked 100%
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Right I got it. Seems bloody obvious now, but I applied a simple box UV mapping to the mesh and all faces were present 'n' correct when I came to apply the unwrap modifier.
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Most likely not, unless you apply a projection to them and they don't move. That jumbled mess looks more or less normal to me for a mesh that you haven't mapped yet.
Basically. It would only be completely within the box if you never weld any vertices. At all. And never chamfer, and never collaps faces.
That looks completely normal.
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Meh, I've nearly finished the un-wrap but have thought of some mesh improvements. I've got Claymore syndrome. :sigh:
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Careful. Don't over improve it. I liked it as it was.
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just some detail changes to tidy it up and make the uvin' easier.