Author Topic: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber  (Read 12988 times)

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Offline brandx0

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Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
Here we go, normal mapped and shine mapped.  There's a few bits where the normal is kinda jagged, I'm still fooling around with the blur setting it needs to be at.

« Last Edit: May 22, 2008, 01:53:21 am by brandx0 »
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Offline Galemp

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Re: TIE/In Interceptor with Normal Maps
Very nice mesh and maps!

Constructively, though, you should look at putting some detail onto the blue diffuse map like dirt, scuffs, scratches, and so forth, as it's currently too flat and unrealistic.

I'm also concerned about the cockpit window proportions; it doesn't look quite right. Match it up in front and top views to make sure you've got it right.
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Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
The proportions are correct, I know that for sure, all the views are matched exactly to the schematics.

I'll try putting a little bit of dirt and grime on there though
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

 

Offline Shade

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Re: TIE/In Interceptor with Normal Maps
Dirt? Grime!? That is an Imperial Navy TIE/ln Interceptor! Accordingly, it is washed, dried, scrubbed and polished after each mission so that it may properly convey the majesty and terror of the Empire onto those who face it in battle! Hrmpf. Save the dirt for the rebels and their pathetic little X-Wings.
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Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
Hehe, well I do agree it could use a little bit of weathering, just a tad.  Anybody got any tutorials that'd help me out there?  I only know how to model, this whole texturing thing is pretty new to me hehe
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

 

Offline Shade

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Re: TIE/In Interceptor with Normal Maps
Well, I was -partly- serious ;) Dirt, in my opinon, just doesn't belong on an imperial ship, but that doesn't mean it has to look factory new. field repairs might achieve the same effect without compromising the clean imperial look, though: A slight discoloring here where a laser burn was fixed up, a plate welded on there to plug a hole, that sort of thing.

PS. The normal map looks awesome. I think the imperial indoctrination officer who posted in my name just before forgot to say that.
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Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
Well, I threw a little bit of those ideas in there, not much, then added the ambient occlusion map and I think I'm about satisfied with the results.

thoughts?

« Last Edit: May 20, 2008, 10:32:40 pm by brandx0 »
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

 

Offline maje

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Re: TIE/In Interceptor with Normal Maps
You need more contrast with light to dark, especially when it comes to defining areas where plates come together, and also any sharp grooves that show protrusions.  Some random color variation would help as well and honestly, there is going to be some measure of dirt and grime on the Interceptor no matter how well it is maintained.  Stuff still slips through the cracks, fluids still manage to leak.

You're on a good role, just need to make the little touches which is perhaps the most pain in the rear part of texturing!  :nod:
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Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
Just as another viewpoint, my interceptor alread has a fair bit more colour variation and difference, as well as groove contrast and panel lines than the real Interceptor model.

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

 

Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
And just for fun

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

 

Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
And another one, taken from RotJ

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

 

Offline Alan Bolte

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Re: TIE/In Interceptor with Normal Maps
Two things stick out for me:
1. The chin guns look a little exaggerated, including the protrusion they stick out from.
2. An area that could use some texture detail - the front face of the wing hub, the part where the two tubes stick out from.

The black bumpy bits look really awesome though.
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Offline Galemp

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Re: TIE/In Interceptor with Normal Maps
Huh, I stand corrected. It's probably the extra-shinyness of the cockpit combined with the lack of transparency that's throwing me off- the shading has it looking more like a truncated cone than a spherical section.

As for the blue, the ambient occlusion is a nice touch. The photo you posted I think actually underscores my point, though-- it looks like plastic because it IS plastic! Try some light filtering the texture through a metal texture here or some noise.
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Re: TIE/In Interceptor with Normal Maps
No offense, but all his SW stuff sorta seams plastic... I assume that's because you had the 'material' the models made out of set to... plastic?  :P
Seriously, is that why?
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Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
No offense, but all his SW stuff sorta seams plastic... I assume that's because you had the 'material' the models made out of set to... plastic?  :P
Seriously, is that why?

It's partially because you're looking at renders made in 3ds max, rather than in game.  The shinyness and metalicity of the textures won't really be finalized until I get the model in game, because Freespace renders differently than Max does.
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

 

Offline brandx0

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Re: TIE/In Interceptor with Normal Maps
Same scene with the new TIE Fighter, now also normal and shine mapped

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

 

Offline BS403

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Re: [Update] TIE/In Interceptor and TIE/ln Fighter with Normal Maps
Great Work Brand!!
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Offline brandx0

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Re: [Update] TIE/In Interceptor and TIE/ln Fighter with Normal Maps
And the bomber

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

 

Offline brandx0

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
All 3 in action now!

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

 

Offline Alan Bolte

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Re: Normal Mapped TIE/In Interceptor and TIE/ln Fighter and TIE/sa Bomber
 :eek: Sweet.
A bit of clarification on what I meant about the chin guns: the flat piece they stick out of has its top edge too close to the cockpit window. It looks like the bottom edge is at the right hight, so that means that the structure is too tall. However, since the whole structure must stay in contact with the curved surface of the main hull, it must be shifted a few decimeters to the rear rather than simply shortened.
I Googled up this high-contrast image of a Celestia model for comparison. Seems accurate.
« Last Edit: May 22, 2008, 09:43:40 am by Alan Bolte »
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