Author Topic: Corvette WIP (Split from WIP thread)  (Read 16220 times)

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Offline Turambar

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Re: Corvette WIP (Split from WIP thread)
been out of it for awhile

here we go

« Last Edit: May 29, 2007, 09:17:49 pm by Turambar »
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline brandx0

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Re: Corvette WIP (Split from WIP thread)
Shaping up very nicely
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Offline chief1983

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Re: Corvette WIP (Split from WIP thread)
Amazing.  Looks like you've done some engine work, be sure to get some rear shots when there's something nice to put up.  I like how I disappear and everyone seems to be getting back to work on stuff again.  Are you all trying to tell me something?
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Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
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redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Cobra

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Re: Corvette WIP (Split from WIP thread)
They're saying "Get off my ass and let me work." :P
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Offline Turambar

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Re: Corvette WIP (Split from WIP thread)



in-game of the LOD-0 mesh with none of the details, guns, or other important things, and the absolute worst textures ever.

mostly, i just wanted to see if it would work at all.
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline chief1983

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Re: Corvette WIP (Split from WIP thread)
It looks like it shades rather nicely.  Amazing, can't wait to see it firing back, with textures and all.
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Turambar

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Re: Corvette WIP (Split from WIP thread)
ok, the slow, painful UVmapping process has begun!

10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline chief1983

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Re: Corvette WIP (Split from WIP thread)
w00t for corvettes.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
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"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Turambar

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Re: Corvette WIP (Split from WIP thread)




work continues

comments and suggestions?
10:55:48   TurambarBlade: i've been selecting my generals based on how much i like their hats
10:55:55   HerraTohtori: me too!
10:56:01   HerraTohtori: :D

 

Offline Mobius

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Re: Corvette WIP (Split from WIP thread)
I find it impressive...keep it up! :D
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Offline brandx0

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Re: Corvette WIP (Split from WIP thread)
Try to fill in some of those gaps, either by moving the UV blocks together or putting small, minor details in between them
Former Senior Modeler, Texturer and Content Moderator (retired), Fate of the Galaxy
"I love your wrong proportions--too long, no, wait, too short
I love you with a highly symbolic torpedo up the exhaust port"
-swashmebuckle's ode to the transport

 
Re: Corvette WIP (Split from WIP thread)
What IS Uv mapping? is it the way you make it so that one texture works for the whole ship, but still with lots of greebles? like in the texturing tutorial?
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Offline Herra Tohtori

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Re: Corvette WIP (Split from WIP thread)
It means binding the model's surface's certain UV co-ordinate to texture's XY-coordinate, so that the rendering engine knows to show correct part of the texture on the corresponding part of the model.

UV co-ordinates of a model are simply a system of identifying each location of the model's surface individually, like XY-co-ordinates mark the locations on a plane, XYZ-co-ordinates locations on space, and XYZT in time and space (or four space dimensions, whichever you prefer...).

AFAIK it is perhaps the slowest process on making a model presentable, because you practically need to move each face individually to a suitable place on the UV map... and the more complex mesh, the more faces there are.

Would you like to know more?
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