Author Topic: Random Fighter  (Read 1964 times)

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Offline Roanoke

  • 210
'spose I may as well throw up what I'm up to.

the basic mesh:


the uv mapping:


and the texture template:


This is gonna be my first fully unwrapped 'n' custom textured effort. That's why the mesh is teh simple.

So, that's the easy bit done. :sigh:

 

Offline aldo_14

  • Gunnery Control
  • 213
Looks like you've got a good handle on the unvwrapping bit, them :)

 

Offline Roanoke

  • 210
forgot to mention, this is a heavily modified mesh from one of Aldo's dumps

(read: heavily simplified to stop me going mental)

Got some PS exercises I can do now too.

 
Looks kinda like the shrike form WC:P, but only kinda. Otherwise it looks like a bomber or a heavy strike fighter.

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
Looks like a cross between a Myrmidon, Herc1, and Perseus, with a tad of Loki thrown in.
The Trivial Psychic Strikes Again!

 

Offline aldo_14

  • Gunnery Control
  • 213
Quote
Originally posted by Roanoke
forgot to mention, this is a heavily modified mesh from one of Aldo's dumps

(read: heavily simplified to stop me going mental)

Got some PS exercises I can do now too.


It is?

 

Offline Roanoke

  • 210
Quote
Originally posted by aldo_14
It is?


"sukhoi_fighterbomber7.max" from MD4.
Like I said tho, not much of the original left . :)

Quote
Originally posted by Trivial Psychic
Looks like a cross between a Myrmidon, Herc1, and Perseus, with a tad of Loki thrown in.


That's how I was planning the texture. Touches of Myrmidon and the Hercules line, and uh, some Loki "thrown in"

 

Offline Kosh

  • A year behind what's funny
  • 210
Quote
Originally posted by Trivial Psychic
Looks like a cross between a Myrmidon, Herc1, and Perseus, with a tad of Loki thrown in.



Yeah. Definately a Terran design.
"The reason for this is that the original Fortran got so convoluted and extensive (10's of millions of lines of code) that no-one can actually figure out how it works, there's a massive project going on to decode the original Fortran and write a more modern system, but until then, the UK communication network is actually relying heavily on 35 year old Fortran that nobody understands." - Flipside

Brain I/O error
Replace and press any key

 

Offline BlackDove

  • Star Killer
  • 211
  • Section 3 of the GTVI
    • http://www.shatteredstar.org
Looks almost like the Shrike from Wing Commander

 

Offline Roanoke

  • 210
Quote
Originally posted by aldo_14
Looks like you've got a good handle on the unvwrapping bit, them :)



uh, maybe not just yet:



:wtf:

 

Offline aldo_14

  • Gunnery Control
  • 213
Quote
Originally posted by Roanoke
"sukhoi_fighterbomber7.max" from MD4.
Like I said tho, not much of the original left . :)
 


Quote
Originally posted by Roanoke

uh, maybe not just yet:



:wtf:


That sometimes happens anyways; bear in mind that the points drawn in the max unwrap UV are essentially of 0 width, so you'll usually get a 1 pixel or more difference.

That said, check your texture is up to date and soforth.  It does like there's some Uv screwup there.

EDIT; try unwrapping the texture and just shifting the UV outline to make sure it corresponds to the map correctly.

Oh, and 1 key piece of advice; always add a little round the edges of the regions on the map, and always make sure you keep your wireframe map and use it as a top layer (With the white background removed of course) in PS to guide you.

 

Offline Roanoke

  • 210
Quote
Originally posted by aldo_14
EDIT; try unwrapping the texture and just shifting the UV outline to make sure it corresponds to the map correctly.


Do you mean adding a UVW Unwrap with the texture applied (and corecting it on that basis) ?


Quote
Originally posted by aldo_14
Oh, and 1 key piece of advice; always add a little round the edges of the regions on the map.[/B]


Yeah, I noticed that on the :v: maps, which I'm following pretty closely.
« Last Edit: August 18, 2005, 05:42:12 pm by 2275 »

 

Offline Roanoke

  • 210
Quote
Originally posted by aldo_14
always make sure you keep your wireframe map and use it as a top layer (With the white background removed of course) in PS to guide you.


Quick question: How do you go about doing that ? Is it a layer preset or do you have to remove the background with a tool or something ?

 

Offline aldo_14

  • Gunnery Control
  • 213
Quote
Originally posted by Roanoke


Quick question: How do you go about doing that ? Is it a layer preset or do you have to remove the background with a tool or something ?


Nah, just add a new layer, select-all the template wireframe.  Paste it on, use the color selected to select and delete all the background, and roberts your fathers brother.  And then deleted it when you no longer need it.

  

Offline Roanoke

  • 210
Ah, that's better. I was trying to use the actual screen capture as a basis and farting around with opacity to keep it visible as I painted.

 
Looks like a light interceptor to me.
Sig censored by people with no sense of humor