Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on September 06, 2008, 03:14:54 pm
-
There are some neat fighters out there, but they must use around 20 textures just for the diffuse map.
Probably the original creator wanted it to look hi-res or didn't know another way to make maps or something.
Now having a dozen maps is a needless drain, especially when a single 1024x1024, or even a 512x512 texture might do the trick (bad usage of space, repetitions, etc..)
One of those fighters is the Valkyrie Mk2 from inferno. Gorgeous, but I went to try and optimize it's textures. By moving texture parts around and removing the needless parts (left wing, right wing are the same, so I don't need both) I got the whole texture to fit into one 512x512 map.
but I wasn't satisfied. Texture was grainy...and something was missing.
So Imported the model and looked at it....decided to make a completely new texture for it, and since I'm at it, add a detail or two (but JUST a detail or two. No full HTL job).
Thus:
EDIT: Ship done...get it on Freespacemods.
[attachment deleted by ninja]
-
Cool work!
-
Looks alright.
-
please add the rest of the maps (shine, glow, normal) and then please release... please?
(Wait a sec, how many times did i sa- were am i? I don't remember being here before...)
-
There are some neat fighters out there, but they must use around 20 textures just for the diffuse map.
Probably the original creator wanted it to look hi-res or didn't know another way to make maps or something.
Now having a dozen maps is a needless drain, especially when a single 1024x1024, or even a 512x512 texture might do the trick (bad usage of space, repetitions, etc..)
If the craft are really old then it wasn't a problem when they were created. The "use as few textures as possible" only came around when the engine started using HTL.
-
There are some neat fighters out there, but they must use around 20 textures just for the diffuse map.
Probably the original creator wanted it to look hi-res or didn't know another way to make maps or something.
The simplest explanation is that he worked out how to get to that stage of unwrapping but for whatever reason never learned the next step.
-
Yeah. Nice work--can you do a side-by-side comparison in NE and SW orthographic views?
-
Later...it's not done yet and it looks like I will have to increase the poly**** on a few places...damn polygons are ackwardy angled so it's not a smooth transition...
-
More polys? Yay!
-
Stop celebrating. I dropeed the idea of smoothing some rouhg edges.
But I will add visible (modeled) gun ports and intakes...maybe even a cockpit
-
Meh, TBH it wouldn't look Terran if it had every rough edge smoothed.
BTW, can you really blame us for celebrating every time you post WIPs of your models? :D
Seriously??? :lol:
-
Yeah I noticed that whole texture thing, mostly when I was grabbing fighters from INFR1 for screencaps for the wiki. Most have like 5-6 textures for whatever reason. Guess times have changed.
-
Actually, they have 5 or 6 textures per LOD...which adds up to like 20 in total for just the diffuse map, as stated in the first post =.=
Just 5-6 textures is a lot better...
-
Getting there, getting there...now for the normal map :P
If I can't get CrazyBump to work, is there anyone out there with a working version that would convert a heightmap I have with it to tga?
[attachment deleted by ninja]
-
/me raises his hand *
-
Here you go.
Remember to save it as a .tga..I do a little tweaking in Photoshop if necessary before I save it to DTX5 xy anyway.
[attachment deleted by ninja]
-
Here it is.
I had to modify it a bit, because some of the details in the height map weren't showing up in the normal map.
[attachment deleted by ninja]
-
Wait... isn't that the Stentor?
-
Wait... isn't that the Stentor?
AKA Valkyrie 2
-
Done and uploaded on Freespacemods.
-
blargh. Can you pull those gun barrels out of the ports above the wing? I have those firing points reconfigured on my version. The original model/texture was flexible enough that those can be primary guns with two, four, or six slots, a secondary bank, or just engine intakes. The guns on the new model are really restrictive... and don't look that great either, especially with the third slot sitting empty.
But I like the extra work put in. Very pretty. Quite a few of Aldo's fighters have way too many textures; the Apis/Meretseger, the Reshef, the Surt...
-
I can pull the guns out..want the .cob file or the .pof?
and yes...the Reshef...I might have to do something about that one too. Some of the missions in COTS can be quite...resource hungry.
-
A cockpit please, please... :(
-
The (new) ValkMk2 has a cockpit. I flew with it shown too.
Unless you're talking about the Reshef.
-
The )new) ValkMk2 has a cockpit. I flew with it shown too.
Unless you're talking about the Reshef.
You're right. Next time i'll check before posting :warp:
Thanks Trashman :)
-
Good job!
OK, I got your next project: ;)
Kidding, I need some help though and think you'd like this style...
I've secured permission from SebastionP at sci-fi meshes.com for a fleet of theme ships.
Problem is they are way too high poly and I can only open half of them before my computer freezes so I can't reduce them to sane levels myself...
Here's a pic... Wanna go? (Go as low as you need to)
[attachment deleted by ninja]
-
Nice looking set of ships..It looks like the composite armor and griders are the biggest polygon hogs. A good modeler can reduce those to a acceptable level.
Sadly, I'm not availalbe ATM.
-
Warlock fan?
These would be nice to see in the game, the second smallest ship reminds me of the Tempest Missile Cruiser from FreeLancer's TNG mod.
-
Harbinger, I'm re-doing another ship.....making a heigthmap again...care to convert this one too?
-
Sure, no problem.
I got 2 weeks left on my trial of CrazyBump, BTW.
-
Thanks..here's the heigthmap
In addition to that, I'm also working on something else, but I probably won't need a new normal map for it.
(http://img123.imageshack.us/img123/1900/perseusadvwx0.th.jpg) (http://img123.imageshack.us/my.php?image=perseusadvwx0.jpg)
[attachment deleted by ninja]
-
Can you make a version WITHOUT those ghey little gunpods please? I always thought those were a pretty dumb idea, especially when you already have eight guns on the Perseus Advanced (2 beneath each of the missile launchers, and 4 on the top missile thing).
-
Who doesn't like 10 Gunmounts?
-
No, the stupid thing is that you give it 4 extra ones while deactivating the EIGHT you already have.
-
The old ones become missile launchers.
-
But still, can you release one without them?
-
It's a separate object, just like the guns on the Valkyrie.
If you don't like em, use PCS2 to save it as a cob, then select the offending vertexes and just delete them, then export the cob to pof.
-
BTW Trashman, don't make your height maps so dark. CrazyBump can't pick out the little details in it when its really dark
25-50% brightness (64-128 RGB) is optimal, you have it set at less than 10%.
[attachment deleted by ninja]
-
so, are you gonna do the rest of the CotS ships?
also, i think the perseus's plot is taking a nap :P
-
Perhaps...once I wrap up the Perseus, the Sizifus is next..Then the Shrike...after that, we'll see.
-
Mmm, Stentor! ;7
I think TrashMan's the modeller INF needs...
-
T'is mostly done now...
I'm thinking of making a new shield mesh and fixing the insignia.
I even made a normal map for it but copy/pasting small bits ofhte persus original normal map. I also made a shinemap but something is very wrong.
LOD0 of the ship appears very dark in the techroom (F3), so dark that one can't make out the normal map.
I'm looking into it now :P
[attachment deleted by ninja]
-
Awesome. I want!