Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: maje on August 03, 2008, 09:00:34 am
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Well, originally, I was going to wait a little bit longer to post this, but since I want some constructive criticism before doing anything else with it, I figured, what the hell.
So, without further ado, I present the Z-95 Headhunter, Mark II, which is a far superior model to the original I did earlier in the year.
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Good model. Even if I try, I cannot find anything else to say apart from that.
Waiting to see it textured and POFfed.
Which modeling program do you use?
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... Gods. I just blew away like, 60 of those things in EAW, and now I mosey along and find this thread.
But it is good.
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Good model. Even if I try, I cannot find anything else to say apart from that.
Waiting to see it textured and POFfed.
Which modeling program do you use?
Thanks, I used 3D Studio Max 8 and Photoshop CS3 for the normal map. I originally tried modeling a high res model in Maya 2008 to generate the normal map models, but UV unwrapping is too much of a pain and I can never seem to get Melody to work right.
Looking at the normal map on this model now, I realize that there are a few things that need to be added and others that need tweaking.
When the Mk. II is done, I'll probably redo the Rebel Medium Transport as that was in serious need of being reworked. After that, there are a few other ships I may take a crack at, but for now, I really want to just finish the ships that I've already taken on.
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3D Studio Max 8, Photoshop CS3, Maya 2008
*CoughCoughPirateCough* (or you work for some game company or something)
I like the model, is that a beauty render, or the ingame version?
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That is very likely a render, unless he's somehow taken the time to figure out the POF conversion process for an unfinished model.
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I'm saying "Will the ingame model have reduced detail?".
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3D Studio Max 8, Photoshop CS3, Maya 2008
*CoughCoughPirateCough* (or you work for some game company or something)
I like the model, is that a beauty render, or the ingame version?
I have all 3 too. CS3 was part of a student deal, and the last two are student versions.
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I'm saying "Will the ingame model have reduced detail?".
That's with normal maps applied I believe, so odds are that's the final mesh.
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That's what I thought. I'll definitely have to get a new PC now.
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Here's a slight update with the diffuse/color map wip applied.
The normal map has also been tweaked a bit so it's more in line with the actual details. There are a few things that bother me, but in general, it's okay.
The color map really doesn't have that much color in it yet, though I'm working on aging effects and other weathered details.
One bit of assistance I DO need is regarding the flight group designs for the Z-95s Rogue Squadron flew during the liberation of Coruscant. I used to have Wedge's Gamble, but that was a while ago and I can only remember the colors for two of them. One was black and gold, and another was red and green, but that's it.
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The wings look a bit stubby now. But other than that, its an awesome model.
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I didn't alter the wings to the model when compared to the first three screenshots.
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Yeah, I figured, it's probably just a perspective thing with the render. Now you know how Brand feels :)
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The aliasing on the triangle on the top of the nose is really harsh. Consider using a higher resolution normal map, or even modeling in a few of those panels.
Or it could just be the JPG compression.
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Sadly, it's probably the normal map itself. The original normal map was 2048 x 2048, and then I thought it might be better to have a 1024 x 1024.
Unfortunately, I didn't take into account that rasterizing the vector lines would create some serious funky errors in the conversion process and thus I spent a good chunk of just cleaning up alias issues yesterday.
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i think that looks rather good
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The proportions are wrong!
:lol: Sorry, couldn't resist.
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Here's a slight update. This color map is loosely based off the Z-95 that Pash Cracken flew during the Liberation of Coruscant. It is still a WIP as there are a few things that need tidying up. If anyone has suggestions, I'm more than happy to hear them.
Anyways, I'll probably do Corran Horn's black and gold headhunter next.
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Needs less green and more gray/tan.
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Strange but he's right. I looked at it earlier on my other computer and it looked great. Now on this computer it looks too green.
I did notice one other small item but it's probably a POV issue. The right wing doesn't seem as long as the left.
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The colors of Pash's Z-95 are green and red. This is mentioned in Wedge's Gamble. I admit I could be mistaken as I just kind of made up my own design using green as the primary color with red being used for the stripes and markings.
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It's Christmas!
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the model is great! The texture not so much...
the green really needs to be more grey/orangish
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I understand it's supposed to be green and red, but right now it looks like it was dipped in a bucket of green paint, then given red trim. Consider if you were the Rebel engineer assigned to paint this Z-95... would you get out your fine-tipped brush and coat the insides of the engine nacelles? Probably not.
Start with a gray/tan base coat like the X-Wing, then paint large areas green (the wings, the nose, around the cockpit) while leaving things like the nosecone, engines and lasers in the base color. Then apply the red stripes where they are now.
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Okay, I changed it around a bit.
Keep in mind that the Rogue Squadron customs like Wedge's and Tycho's fighters are almost an entirely different paint scheme than the traditional X-wings (Wedge's base coat is black and Tycho's is red), and that's kind of what I had originally drew inspiration from when working on Pash's Headhunter.
I'm not really sure how to go about Corran's since his Z-95 is black and gold (which incidentally are the colors for Wedge's X-wing).
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Both are interesting, I think I would almost like something between the two, with the green just being not quite as dark as it was originally. And I also agree that the insides of the nacelles should be painted differently, even if the reference pics don't usually do it, they're mostly kind of bland anyway. Many of the sources you're using probably skipped out on additional colors for stuff like that, but you have the ability to use all you want since you're not under any deadline.
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Well for the time being, I'm just going to take a break and model the cockpit interior and do the LOD models since they still need to be done. Most of the texturing is completed, barring the addition of several details, tweaking weathering effects, and various flight group markings/color schemes.
I actually have a deadline for the end of September to have everything finished, but hopefully I'll be done closer to the end of August.
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Looks much better, but I'm going to agree with Chief; somewhere between the 15% green you have now and the 100% green you had then would be great.
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Just a quick teaser of the cockpit. I'm hoping to have all the texturing done by tomorrow night.
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That's pretty, almost too much so. Hope it's not a huge pain to UV.
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If you're going to have a pilot sit in it, you won't need such an insanely detailed chair.
Other than that, it's impressive.
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impressive...MOST impressive
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I'm just hoping the chair detail is mostly in the normal map and not polies that will never be seen.
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Okay, here we are. Anything else that needs to be added or revised will happen when we're closer to implementing actual high res cockpit models.
But, for all intents and purposes, this ship is done art-wise. Custom wing-art for the Rogues and LOD models will resume when we're closer to an actual release.
Besides, the GR-75 is next on the list for redos, so I don't think anyone will be terribly objected to the idea of this being done. ;D
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I think it looks good, but the textures don't seem to bring the ship across as a real object. It looks more drawn than alive. Other than that, it's superb.
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Well, from looking at it after a few hours of sleep, there are a few solids that made it into the color map (meant to represent depth in the normal map) where the maneuvering jets are. That should be easy enough to fix. I'm not really sure what else there is as far as the color map is concerned. I didn't mess around too heavily with the normal map, but am wondering if when I resaved it, if some settings were changed in DDS output. Specular map is the same one I've been using since it's creation. It should also be noted that the cockpit doesn't have a spec map applied.
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I think the biggest problem on the texture is that the panel lines are too pronounced. They should have a very subtle effect on both the normal map and the diffuse, but it seems like a little too much on the normal and way too much on the diffuse.
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Bingo. I just noticed that when making comparisons to the Y-wing.
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I think a better comparison is to the X-Wing texture.
Notice that while there are some very pronounced panel lines, there is a variation where some are less pronounced on the diffuse, and some are almost entirely absent from the diffuse.
(http://swc.fs2downloads.com/media/screenshots/Misc/Brand-X/T-65%20X-Wing.jpg)
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It's so... beautiful...
*wipes away tear*