Author Topic: RELEASE: Valkyrie Mk2 upgrade ( prev. ships with many textures)  (Read 5324 times)

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Offline TrashMan

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RELEASE: Valkyrie Mk2 upgrade ( prev. ships with many textures)
There are some neat fighters out there, but they must use around 20 textures just for the diffuse map.
Probably the original creator wanted it to look hi-res or didn't know another way to make maps or something.

Now having a dozen maps is a needless drain, especially when a single 1024x1024, or even a 512x512 texture might do the trick (bad usage of space, repetitions, etc..)
One of those fighters is the Valkyrie Mk2 from inferno. Gorgeous, but I went to try and optimize it's textures. By moving texture parts around and removing the needless parts (left wing, right wing are the same, so I don't need both) I got the whole texture to fit into one 512x512 map.
but I wasn't satisfied. Texture was grainy...and something was missing.
So Imported the model and looked at it....decided to make a completely new texture for it, and since I'm at it, add a detail or two (but JUST a detail or two. No full HTL job).

Thus:


EDIT: Ship done...get it on Freespacemods.


[attachment deleted by ninja]
« Last Edit: September 08, 2008, 01:25:02 pm by TrashMan »
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Offline Snail

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Re: Fighters with too many textures...why, oh why?
Cool work!

 

Offline ShadowGorrath

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Re: Fighters with too many textures...why, oh why?
Looks alright.

 
Re: Fighters with too many textures...why, oh why?
please add the rest of the maps (shine, glow, normal) and then please release... please?

(Wait a sec, how many times did i sa- were am i? I don't remember being here before...)
Sig nuked! New one coming soon!

 
Re: Fighters with too many textures...why, oh why?
There are some neat fighters out there, but they must use around 20 textures just for the diffuse map.
Probably the original creator wanted it to look hi-res or didn't know another way to make maps or something.

Now having a dozen maps is a needless drain, especially when a single 1024x1024, or even a 512x512 texture might do the trick (bad usage of space, repetitions, etc..)

If the craft are really old then it wasn't a problem when they were created.  The "use as few textures as possible" only came around when the engine started using HTL.
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Offline Water

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Re: Fighters with too many textures...why, oh why?
There are some neat fighters out there, but they must use around 20 textures just for the diffuse map.
Probably the original creator wanted it to look hi-res or didn't know another way to make maps or something.
The simplest explanation is that he worked out how to get to that stage of unwrapping but for whatever reason never learned the next step.

 

Offline Bob-san

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Re: Fighters with too many textures...why, oh why?
Yeah. Nice work--can you do a side-by-side comparison in NE and SW orthographic views?
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Offline TrashMan

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Re: Fighters with too many textures...why, oh why?
Later...it's not done yet and it looks like I will have to increase the poly**** on a few places...damn polygons are ackwardy angled so it's not a smooth transition...
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Offline Droid803

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Re: Fighters with too many textures...why, oh why?
More polys? Yay!
(´・ω・`)
=============================================================

 

Offline TrashMan

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Re: Fighters with too many textures...why, oh why?
Stop celebrating.  I dropeed the idea of smoothing some rouhg edges.

But I will add visible (modeled) gun ports and intakes...maybe even a cockpit
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Offline Harbinger of DOOM

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Re: Fighters with too many textures...why, oh why?
Meh, TBH it wouldn't look Terran if it had every rough edge smoothed.



BTW, can you really blame us for celebrating every time you post WIPs of your models? :D

Seriously??? :lol:
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Re: Fighters with too many textures...why, oh why?
       Yeah I noticed that whole texture thing, mostly when I was grabbing fighters from INFR1 for screencaps for the wiki. Most have like 5-6 textures for whatever reason. Guess times have changed.

 

Offline Droid803

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Re: Fighters with too many textures...why, oh why?
Actually, they have 5 or 6 textures per LOD...which adds up to like 20 in total for just the diffuse map, as stated in the first post =.=
Just 5-6 textures is a lot better...
(´・ω・`)
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Offline TrashMan

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Re: Fighters with too many textures...why, oh why?
Getting there, getting there...now for the normal map :P

If I can't get CrazyBump to work, is there anyone out there with a working version that would convert a heightmap I have with it to tga?

[attachment deleted by ninja]
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Offline Harbinger of DOOM

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Re: Fighters with too many textures...why, oh why?
* Harbinger of DOOM raises his hand *
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Offline TrashMan

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Re: Fighters with too many textures...why, oh why?
Here you go.

Remember to save it as a .tga..I do a little tweaking in Photoshop if necessary before I save it to DTX5 xy anyway.

[attachment deleted by ninja]
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Offline Harbinger of DOOM

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Re: Fighters with too many textures...why, oh why?
Here it is.
I had to modify it a bit, because some of the details in the height map weren't showing up in the normal map.

[attachment deleted by ninja]
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Offline redsniper

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Re: Fighters with too many textures...why, oh why?
Wait... isn't that the Stentor?
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Re: Fighters with too many textures...why, oh why?
Wait... isn't that the Stentor?

   AKA Valkyrie 2

 

Offline TrashMan

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Re: Fighters with too many textures...why, oh why?
Done and uploaded on Freespacemods.
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