Author Topic: [WIP] Fighter creation mod help  (Read 8948 times)

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Offline Vasudan Admiral

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Re: [WIP] Fighter creation mod help
Easiest way to do it is to have the glass as a separate object alltogether right up until you're ready to convert. After ALL your other heirarchy is done, just use the scene editor to drag it onto the detail0 object group. It should appear at the bottom of detail0's list of geometry objects. (The other object groups like lods and debris will still appear below it)
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
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Offline takashi

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Re: [WIP] Fighter creation mod help
the ventallation outcropping and the "pane;" are not only a pain to map, but dont show up in game without bold textures. along with alot of details.

 

Offline Vasudan Admiral

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Re: [WIP] Fighter creation mod help
You'd be surprised on both accounts there I think. ;)
UV mapping vents and other small details is quite easy. Just select the faces that your larger scale UV projections didn't capture properly, find a camera angle that will display the whole of them and project from view again. Repeat until all details are decently mapped.

And you no longer *need* bold textures to bring out details on stuff thanks to shine maps. Certainly good maps are still very very important, but the shine maps will basically illuminate the geometric details, like this:

The textures there were from the original Loki, and as such are very low res and blurred, yet you can still pretty clearly see the details. :)

Bottom line: Add as much detail as you _need_ to get the ship looking as you had envisaged (within reason).
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline Water

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Re: [WIP] Fighter creation mod help
the ventallation outcropping and the "pane;" are not only a pain to map, but dont show up in game without bold textures. along with alot of details.
Most of your problems will be with the way you divide the model into texture regions. Trouble is that your unwrapping skills are probably not yet at the level of your modeling skills.  :rolleyes:

There is nothing on this model that you can't sort out with some thought.


 

Offline takashi

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Re: [WIP] Fighter creation mod help
hey! A HTL LOKI!

PS: im using wings. complete with screwy camera controls and limited uvmapping abilites. but its still easier than max.....(which i still cant load a texture into)

 

Offline Vasudan Admiral

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Re: [WIP] Fighter creation mod help
You already knew about the Loki. Look here: http://www.hard-light.net/forums/index.php/topic,46577.msg949697.html#msg949697

See? You said you liked the low poly one. :p
And actually, that's not a Loki. It's an ugly - look in this thread: http://www.hard-light.net/forums/index.php/topic,44840.msg914744.html#msg914744
The actual Loki I've been building has it's new textures 90% complete. There are now-out-of-date pics at the end of that ^ thread there.
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities

 

Offline takashi

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Re: [WIP] Fighter creation mod help
look at the cockpit. its so..blocky. so yes, it is an ugly. give it more of a smoothing job around the front end and it will be a pretty :lol:

 

Offline Vasudan Admiral

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Re: [WIP] Fighter creation mod help
...huh?
The ugly is meant to be ugly. That's the cockpit of the FS1 support ship - why would I want to smooth it?
Get the 2014 Media VPs and report any bugs you find in them to the FSU Mantis so that we may squish them. || Blender to POF model conversion guide
Twisted Infinities