Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on August 10, 2002, 04:13:26 pm
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Just wondering something of all the modders here - how long does it take to draw a (single - like in the fighters / bombers) texture....
I've found it takes me bloody ages now I'm using big-arse 1024x1024 maps (not to mention a ludicrous attention to detail). Methinks - I've not actually timed it - it takes me over 30 hours to draw em, maybe 40+
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it takes ages to me too
for the xwing i didn't unwrap the model so i had no templates, i taked screenshots from different angle of the model, then i selected the areas that will be mapped together, cropped the screens and used em as template, then i draw using filters the backgroud that will remain the same for all the maps.
for the xwing i had about 16-17 different parts, each part required from 20 min(engines fans, engine/laser textures) to 2 hours (estimated, for the wings and the rear), but this is only the easy/funny part of the job
To build the final maps out of the different parts (5 256*256 + 3 128*128 maps is the final count), make the uvmaps, apply them, make the retouchs, rebuild the textures, reapply them takes at least the same time required to draw them
counting all the steps i think it takes me about 20-30 hours in total, but i'm not sure, i'll check the time better for next ship
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I wish I had lithunwrap.....
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Well, I've only done two real texturing jobs, my reskin of the Vesuvius and the Shu, and both of them took about that long, maybe a little less.
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My attempts look poor to say the least, but 40+ hours for one.
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How long does it take u guys to make a mesh?
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20-40??? :jaw: :gulp:
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Originally posted by Megadude
How long does it take u guys to make a mesh?
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For me, a model can take a day or two*, until I show it on these boards. Then I consider the feedback. The Modeling part doesn't take too much time.
As for the maps - Ages. I find it quite difficult actually. Originally I was doing the maps 1024x1024, but recently I've been trying out 512x512 and 256x256.
*meaning time with RL and other stuff included
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mm the mesh for the single lod0 can reasonable take 5-6 hours i think, but i suck as modeller (and i use ts5:wtf: ) , i know of people that works faster.....but obviously it depends on the modelling strategy you use....you know...intercepting polys rather than booleans rather than single primitive editing
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2-4 hours for a mesh, from there its just deleting points and redrawing polys for the lods...2-4 hours for all lods after lod0.
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Takes me about 1-2 hours to the basic LOd 0 model, maybe another 30 mins per LOD to weld the vertices - although I'm a bit lazy with LODing, cos I don't really do anything beyond just joining vertexes and adding smaller maps. Shield-making takes 'bout 30-40mins, though, because I have to cover every LOD with it.
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2 - 3 hours is me usually done the entire model, Lods, sheild, insignia, turrets, systems etc
(I actualy use a diffrent file for all three Lods, which goes something like this: lod0 save as 'lod1' remove excess, crop. save as 'lod1', crop.... and so on so loding takes me about 10 mins.
Also I don't use smaller (or diffrent textures) for the lods so thats isn't aproblem but just resizing them works for me - milkshape keeps the uv for the size of the map, I don't know how other programs do it, proably the same)
I have not learn't to produce textures yet so copy and pasting other bits and peices and editing them takes about 25 mins, apllying them takes about 30 mins.
thats just over 4 hours per model give or take some for size and complexity of model.
I use Milkshape 3D! Yay!!
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How do you do LODs in TS? Is there a quick and easy way without having to make lots of other models and incorporate them?
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depends. for the map, can go from 1 hour to 4. For a model, a fighter LOD1, about 1 hour, a capship, 2 or 3 (depends how many turrets ). Lods take one hour or two. the whole thing takes a week at least, coz when I start, it goes fast, but the main point IS to start :p
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Originally posted by venom2506
but the main point IS to start :p
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holy words!!!:nod:
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I can make the main LOD, I'm talking about the other LODS. (2 - 0)
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Originally posted by Killfrenzy
I can make the main LOD, I'm talking about the other LODS. (2 - 0)
Vertex weld.... it's the only real way with Ts but it'll screw up your UV no end. The poly reducer is utter crap, so avoid it like the plague.
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mm in all my first models i created the lods from scratch, like lod0, now i'm trying to do a different thing (for lod1 at least), i saved a lot during the modelling for lod0, and since i noticed that 60-70% of polycount depends (in my case) from the small details (example: laser cannons modelled from cilinder with 8 faces and three or more sections...) i would be able, or i hope so:p , to make at least lod1 by simply removing/reducing the level of details for cilinders/spheres
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Originally posted by aldo_14
Vertex weld.... it's the only real way with Ts but it'll screw up your UV no end. The poly reducer is utter crap, so avoid it like the plague.
same thing with max actually.