Author Topic: X Wing (need advices on texturing and so on)  (Read 14088 times)

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Offline Carl

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X Wing (need advices on texturing and so on)
:yes:
"Gunnery control, fry that ****er!" - nuclear1

 
X Wing (need advices on texturing and so on)
Fecking eh! Man!

Donate it to the SW project! They'd love it!

 

Offline MetalDestroyer

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X Wing (need advices on texturing and so on)
I don't forget this ^^
I 'm thinkink to ask Top Ace if i can join them since i know how to make model into Ts.

BUT, i've to finish the model. And the polycount is more than 2000 poly. So the model can't be recognize by SCP, if i read carefully Carl advices on the first page.

 
X Wing (need advices on texturing and so on)
...uh...have you seen how many polys the Hi poly Herc and Fenris have?

 

Offline MetalDestroyer

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X Wing (need advices on texturing and so on)
No, i never try to see their poly.

 

Offline Thrilla

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X Wing (need advices on texturing and so on)
If you want to bevel a smaller tiles you will need to use the quad divide first.  And frame out how you want it to look then bevel it.  Then you can delete the extra lines later.  Thanks to bring the little button to my attention.  I've never noticed it before, but it is a hell of a time saver.

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Offline StratComm

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X Wing (need advices on texturing and so on)
just to qualify, it's not the extra edges, but the extra vertices that matter when you use quad divide.  If you leave the verts, you'll end up with some combination of extra faces and illegal geometry.
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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline Thrilla

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X Wing (need advices on texturing and so on)
That's why I delete them.  :)

*edit*  Stratcomm you by any chance have teh .cob file of the Raynor still?  I deleted the orginal copy along time ago when I first made the darn thing.
« Last Edit: January 15, 2005, 08:21:13 pm by 2311 »
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Offline StratComm

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X Wing (need advices on texturing and so on)
I know any experienced modeler will, but for the new guys it's important to point out.

As for the Raynor, I should still have it on a backup CD or something.  It won't be the original though; it'll be the entire scene in the form that was released.  I'll take a look when I have a little more time.  Out of curiosity, what was your old nick?
who needs a signature? ;)
It's not much of an excuse for a website, but my stuff can be found here

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Last edited by StratComm on 08-23-2027 at 08:34 PM

 

Offline karajorma

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X Wing (need advices on texturing and so on)
Quote
Originally posted by MetalDestroyer
BUT, i've to finish the model. And the polycount is more than 2000 poly. So the model can't be recognize by SCP, if i read carefully Carl advices on the first page.


Carl's advice was only a guideline. The actual cut off point is somewhere around 25,000 polys IIRC.

That doesn't mean it's a bad guideline though. The more polys you put into a single fighter model the less of them you can have onscreen.

Remember however that at the moment textures are a bigger performance drain than models.
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Offline MetalDestroyer

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X Wing (need advices on texturing and so on)
Ok, thanks. About texturing, how can i do ?
DaBrain told i can make it with Photoshop but my skill are very low.

So, if i do with photoshop, how the texture will be look like in structure ?

 

Offline Roanoke

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X Wing (need advices on texturing and so on)
Check out the X-Wing Alliance tut in the HL2 Resources HomePage section. It's for a Micromedia proggy, but should none the less be useful.

 

Offline DaBrain

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X Wing (need advices on texturing and so on)
Quote
Originally posted by MetalDestroyer
Ok, thanks. About texturing, how can i do ?
DaBrain told i can make it with Photoshop but my skill are very low.

So, if i do with photoshop, how the texture will be look like in structure ?


Ok, this might not be the perfect way to do it, but it's my way to do it.

Create a new layer. (rename it to: lines)
Use the line tool to create the basic structure of the ship. Armor plates for example. (size 1-2)

Do not draw anything else on this layer.

Now create another new layer.
Click on the 'lines' layer and use the magic wand tool. (0)
Select an armor plate. Now you have to place something in this.
There are two possibilities: You create a  material map yourself (metal, wood, ...), which is probably too hard, or you search for some free maps. There are tons of them in the net.


Now use the copy tool (+ALT) and copy a part from the material map into your selection. I'd suggest to add some shading now. (Brush tool)

If you're done with the base texture, it will still look very boring.

So now the real fun begins. ;)

There are too many things you can do now. I'll just give some examples.
(I end up with over 20 layers most of the time. ;) )

Add a new layer. (decals)
Place some numbers and stripes on this layer. Good places for this are the wings.
With your X-Wing model you know where to place them anyway.

Add a new layer (dunno, perhaps somehting like 'dirt'.
Search for a rust texture in the web. And use the copy tool to place it on some areas of the ship. Play a bit around with the layer styles when you're done.




This probably aint the best example as the Starfox mod is not aiming for a realistic look, but it's a pretty simple texture. So anybody could create it.


The UV map:


Adding some structure:


The 'line' layer' stage:


Shading and structure replacement (only one part is done by now):


Stripes:


A simple trick ;) :


Ok, the last one is only a cloud layer placed on the top of the layers. This is cheap. I've only added it cause I had to release a preview.

Note: original map size: 1024².

« Last Edit: January 16, 2005, 06:16:53 am by 1688 »
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Offline MetalDestroyer

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X Wing (need advices on texturing and so on)
Oups, double post.
« Last Edit: January 16, 2005, 06:14:12 am by 1984 »

 

Offline MetalDestroyer

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X Wing (need advices on texturing and so on)
Ok thanx for the explaination :)
I've take some texture from a picture. So, it's not great.

But now you give me how to proceed with texture, i will work hard after i finish the whole model :)



 

Offline MetalDestroyer

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X Wing (need advices on texturing and so on)
Quote
Originally posted by DaBrain
...

The UV map:
http://img102.exs.cx/img102/8086/cfighter16aa.jpg



How do you have this ?? With Truespace or Photshop ?
Which option will give that result ?

 

Offline DaBrain

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X Wing (need advices on texturing and so on)
You can get this with several programs. IMO you should use Lith.
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Offline KARMA

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X Wing (need advices on texturing and so on)
Personally, I appreciate your efforts, I think that it is more than excellent being one of your first works, and I think you have the numbers to become a good modeller, but as it is now we're not going to use it in the swtc.
We already have an xwing, modelled by greywolf and textured by me. It isn't all that bad but it's a bit low poly since it was done for vanilla fs2.
We are probably going to substitute it in future but only if we'll find/make a more than excellent, finished (model, textures, lods, debris....) one.
Consider that we have permission to use Darksaber's one, so we are not going to accept anything less than it, take it as a reference: http://www.darksaber.gaylenol.com/craftxwaupreb.htm
This doesn't have to stop you of course: I was planning to do it on my own if I'll find time, and if not to use darksaber's, but if you'll be able to make what we need we'll use it. Just remember that our bottom line for this craft is...very high.
Personally I'd suggest you to complete that model (and maybe some others) in order to gain firstable experience in modelling, texturing and, most important, in putting a model in game.
BTW if you need references: http://www.theforce.net/swtc/exhibit/xwing.html http://www.starshipmodeler.com/starwars/smith_sw.htm#rebby

 

Offline MetalDestroyer

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X Wing (need advices on texturing and so on)
Thanks. I know Darksaber, their model for XWA are very impressive.
And, yes, modelling more and more permit me to gain experience.
But, for texturing, it will more difficult.

And within DaBrain i can now, make some really good stuff. Of course it won't be very impressive at first. ^^
About lods, debris and attribut gun effect for scp or others, how can it be done ?

After finish this first model, i want testing the model into Fs 2 SCP with the possiblity to use his quad laser and his proton torpedos.
But i don't know how to proceed.

 

Offline Gank

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X Wing (need advices on texturing and so on)
If this is intended to be an ingame model I'd get rid of all the bevels, as they arent going to be noticeable.