Author Topic: WiP models  (Read 16175 times)

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Offline Spoon

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Seems like a pretty interesting project but for now i've got my own mod/campaign to work on (still have plenty of work to do there) and I don't feel my skills are quite up to snuff yet to participate in a larger project like that.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline starlord

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What MOD is that, if we can know, that is?

 

Offline Spoon

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One that still requires heaps of works, it will feature mechs, space elves (yeah, you heard right) a story line which is probably way to epic for a beginner like me to ever complete, custom ships&weapons, custom hand drawn persona .ani's and well... stuff.
I've got parts of it written out and am pretty much just out the learning phase now (on modelling, normal mapping, texturing, getting stuff in fred&freespace, FRED itself, tables and all that). Come to think of it, it sounds more like a total conversion when I write it down.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Aardwolf

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Gah! I'm getting tired of having to scroll through so many screenshots of other people's models just to get to the ones that are actually this guy's WIP's.

 

Offline Spoon

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Well in this case Getter provided some examples, which is much appreciated (by my at least) in this case.

I has mastered (Well, not exactly but you know what I mean) the art of glow maps and the animated variation on it.
Though of course a snapshot will hardly tell you what part is actually animated.


Changed the texture again.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline dragonsniper

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Cool models. :yes: Like the first one a bit more I think.
Do or do not, there is no try...
~HLP Member and Modder~
          ~~2008-201x~~

 

Offline Getter Robo G

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Ok I gotta ask.

Looking at that it's fine but it occurred to me; Are you going for a manufactured look or an organic look?

I ask cause you have standard hull plating and panel indications, BUT over that you have a B5 type Shadow/Vorlon armor or aquatic plateing over it.

If you are going for two looks then I suggest you look at RAPTOR's Hera as he clearly has hull sections separated into plating schemes. Or better, some of the Vasudan cap ships. They have genral hull schemes like the geo-plates you have, and other sections on them where traditional plating is seen.

Otherwise it looks like you are throwing both style aspects at the same time in the same spaces and it looks terrible. Sorry for the harsh criticism.

There is nothing wrong with eaither style, but they way you are combining them isn't working for me.
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Offline Spoon

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Your opinion has been noted Getter
You are one of the very few that actually offer some kind of criticism though, so excuse if I don't make major changes based on only one opinion ;)
But if I understand you correct you have a problem with the black lines on the texture?

Cool models. :yes: Like the first one a bit more I think.
which first one?
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Enioch

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He's having a problem with the fact that you are COMBINING the white-line panels (which are hexagonal and look like the texture of the Sobek and the Hatsepsut) and the black, terran-like panels with the nuts and bolts. I agree with him.

What you need to do is select parts of the ship that will have the hexagonal-type paneling and others that will have the square-like paneling and make sure that they don't overlay anywhere, because that part of your texturing doesn't look good to me (BTW, this is my purely aesthetical opinion. You might not agree with me and that's OK. Just add one more voice to those d*mned critics)

As Robo says:


You are throwing both style aspects at the same time in the same spaces and it looks terrible. Sorry for the harsh criticism.

There is nothing wrong with either style, but the way you are combining them isn't working for me.
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline dragonsniper

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Your opinion has been noted Getter
You are one of the very few that actually offer some kind of criticism though, so excuse if I don't make major changes based on only one opinion ;)
But if I understand you correct you have a problem with the black lines on the texture?

Cool models. :yes: Like the first one a bit more I think.
which first one?
The darker of the two.
Do or do not, there is no try...
~HLP Member and Modder~
          ~~2008-201x~~

 

Offline Spoon

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Hows this then?

Quote
this is my purely aesthetical opinion. You might not agree with me and that's OK. Just add one more voice to those d*mned critics
I thank you for providing your aesthetical opinion, that's the things I need to hear after all. I'm happy with people like you and Getter who are willing to spend a few minutes of their time to type that opinion down :)
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Enioch

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Muuuuuuch better  :D ! But still, not perfect (blasted nitpicking! :hopping: :p :hopping:)

Notes and suggestions:

A) Where's your cockpit? :wtf:

B) Variate! Don't cover the whole fighter with the same texture! You 're UVing the thing, for God's sake, make the texture fit like a glove! And give it detail. For Example:



Again, this is just how I would do it. And, while we're on the subject, I recommend you tone down the general saturation a bit (to get a grey-er tone) and add a few high-saturation (overlayed) stripes for eye-catching prettiness. Check out what I've done with the Zephyrus (scroll down a bit) to see what I mean

Oh, and I can't help but notice that there's a certain mirroring going on on the top of the fighter. If you're planning to make some normal maps for it, make sure and change your UVing, to avoid shading issues. UV mirroring is good for OPPOSITE sides of a craft, but the TOP and BOTTOM faces that connect to each other (straight down the central axis of the fighter) MUST NOT be mirrored, but UV'd together. It probably looks good in your modeling program. but if you get the mirrored thing into FS, it will do this @#$% thing:



Or not?  :nervous: I might be wrong there. Still, I've had this problem with the WIP Zephyrus, so it's safe to assume that it still persists.

Keep on the good work! :D  :yes:
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Droid803

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I'm thinking it could do better with actual hull plates instead of that...stained glass filter stuff that just make it look weird.
(´・ω・`)
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Offline Enioch

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I think I agree, but it would be nice to see if he can do something with the current texture...
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Spoon

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Ahaha I wish I had more talent in texture making, I tried my hand at a manufactured look with hull plating and such but everything I tried came out really crappy looking. It's also pretty time consuming to make a texture like that with a lot of detail. Aside from that i'm aiming more for a 'anime clean' look (not just because it saves me work heh) not to mention i'm planning on something big and i'd rather have 10 decent looking ships then 2 perfect looking ones.
Though I don't want to use the above as an excuse to stop improving  ;)

Quote
A) Where's your cockpit?
It won't get an external one. In the setting I have in mind, pilots are offered a bit more protection while relying on their equipment to get a look on the outside (even have a mission in mind where this plays a major role)
Kinda like the fighters in legend of the galactic heroes


Quote
B) Variate! Don't cover the whole fighter with the same texture! You 're UVing the thing, for God's sake, make the texture fit like a glove! And give it detail. For Example:
(pic)
Again, this is just how I would do it. And, while we're on the subject, I recommend you tone down the general saturation a bit (to get a grey-er tone) and add a few high-saturation (overlayed) stripes for eye-catching prettiness. Check out what I've done with the Zephyrus (scroll down a bit) to see what I mean
I like what you did with the Zephyrus there, nice work  :yes:
I'll see if I can apply some of that wisdom to the Ray. I'm not completely sure on how to proceed with details though. (Since texturing isn't really my forte) I added those black lines as detailing but that didn't work out so well apparantly  :P

Quote
Oh, and I can't help but notice that there's a certain mirroring going on on the top of the fighter. If you're planning to make some normal maps for it, make sure and change your UVing, to avoid shading issues. UV mirroring is good for OPPOSITE sides of a craft, but the TOP and BOTTOM faces that connect to each other (straight down the central axis of the fighter) MUST NOT be mirrored, but UV'd together. It probably looks good in your modeling program. but if you get the mirrored thing into FS, it will do this @#$% thing:
(pic)
Or not?  :nervous:  I might be wrong there. Still, I've had this problem with the WIP Zephyrus, so it's safe to assume that it still persists.
I did notice that shading issue once with the Mk I but as I progressed it vanished without a trace and I haven't had that issue since. The shots in this thread are all from the 'F3 shiplab' in FS

Quote
I'm thinking it could do better with actual hull plates instead of that...stained glass filter stuff that just make it look weird.
Find me a texturer worthy of mordor



*Edit:
An other reason why I don't feel like completely perfecting a fighter

135 range is pretty close and look at how much detail you can see from that distance.

I played sync completely without the mediavp's and only realized it half way through. When i'm busy flying/shooting/following a story/dodging enemy fire I could care less if the enemy target has 10 more lines of detail.  :P
« Last Edit: May 23, 2009, 03:15:36 pm by Spoon »
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Getter Robo G

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Oh you mean like this total crap texture (at similar range)...?




 ;)
"Don't think of it as being out-numbered, think of it as having a WIDE target selection!"

"I am the one and ONLY Star Dragon..."
Proof for the noobs:  Member Search

[I'm Just an idea guy, NOT: a modeler, texturer, or coder... Word of advice, "Watch out for the ducks!"]

Robotech II - Continuing...
FS2 Trek - Snails move faster than me...
Star Blazers: Journey to Iscandar...
FS GUNDAM - The Myth lives on... :)

 

Offline Spoon

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Looks fine to me.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Enioch

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I'll see if I can apply some of that wisdom to the Ray. I'm not completely sure on how to proceed with details though. (Since texturing isn't really my forte) I added those black lines as detailing but that didn't work out so well apparantly  :P

Two words:

Map. Zone.

Tried my luck with FilterForge for a bit (even uploaded a crappy 'Greeble' plugin to their library), but I find MapZone to be perfect for what I want. Lemme show you what I mean. This is a texture (with lighting) I'm working on for the GTMI Vulcan, a mining platform I'm working on.



It's the result of less than fifteen minutes of node editing. It comes with bump, normal, and specular maps.

Be warned: MapZone has a VERY steep learning curve and pretty much no external documentation (although its Help file is pretty good). However, it can do wonders and it's totally free!

'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Aardwolf

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I agree with Enioch. Give it some wives.

 

Offline Spoon

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I'll see if I can apply some of that wisdom to the Ray. I'm not completely sure on how to proceed with details though. (Since texturing isn't really my forte) I added those black lines as detailing but that didn't work out so well apparantly  :P

Two words:

Map. Zone.

Tried my luck with FilterForge for a bit (even uploaded a crappy 'Greeble' plugin to their library), but I find MapZone to be perfect for what I want. Lemme show you what I mean. This is a texture (with lighting) I'm working on for the GTMI Vulcan, a mining platform I'm working on.

(pic)

It's the result of less than fifteen minutes of node editing. It comes with bump, normal, and specular maps.

Be warned: MapZone has a VERY steep learning curve and pretty much no external documentation (although its Help file is pretty good). However, it can do wonders and it's totally free!
I'm checking it out right now but you weren't kidding with the steep learning curve. It looks promising though.
Thanks for the link!

Quote
I agree with Enioch. Give it some wives.
War machines don't get the chance of having a quiet little family life.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them