thesleepless's Models and Concept Art

thesleepless's Models and Concept Art

Share and discuss visual creations and creation practices like texturing, modelling and musing on the meaning of life.

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thesleepless
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thesleepless's Models and Concept Art

Post by thesleepless » 04 Jun 2009, 19:46

Skimmer WIP

Image

290 faces

inspired by http://flyingdebris.deviantart.com/art/ ... y-47157567

feedback welcome

currently working on the texture.
Last edited by thesleepless on 05 Jun 2009, 21:50, edited 1 time in total.
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Pxtl
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Re: thesleepless's WIPs

Post by Pxtl » 04 Jun 2009, 19:48

Hawt Secks, what'sit for?
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thesleepless
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Re: thesleepless's WIPs

Post by thesleepless » 04 Jun 2009, 19:51

CA's Nova faction if they want it.
i guess it's either a hovercraft or a vtol
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Pxtl
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Re: thesleepless's WIPs

Post by Pxtl » 04 Jun 2009, 19:53

Fighter would be my guess. Doesn't look meant for hovering like a gunship - no veritcal thrusters.
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Otherside
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Re: thesleepless's WIPs

Post by Otherside » 04 Jun 2009, 20:34

looks nice what size is the texture ?
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Hoi
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Re: thesleepless's WIPs

Post by Hoi » 04 Jun 2009, 20:36

Looks like a 256?
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thesleepless
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Re: thesleepless's WIPs

Post by thesleepless » 04 Jun 2009, 20:39

yep 256x256, think i should go higher? lower?
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Hoi
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Re: thesleepless's WIPs

Post by Hoi » 04 Jun 2009, 20:43

Well, with 256 it might be hard to get details in, so if you have problems increase it to 512, but if you can keep it 256 and make a good texture keep it 256!
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Snipawolf
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Re: thesleepless's WIPs

Post by Snipawolf » 04 Jun 2009, 21:26

Did you split the model in half and mirror the UV coords? You can get a lot more out of a texture doing that, especially if it's a symmetric model.
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rattle
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Re: thesleepless's WIPs

Post by rattle » 04 Jun 2009, 22:46

Pretty nice and 256x256 is more than enough. I'd overlay an AO bake
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thesleepless
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Re: thesleepless's WIPs

Post by thesleepless » 05 Jun 2009, 01:23

Image

still texturing, but fixed up the mesh a lot. changed the rocket lauchers and rear wings.
overlayed an AO bake.

and yep, the texture is mirrored.
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Pxtl
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Re: thesleepless's WIPs

Post by Pxtl » 05 Jun 2009, 01:41

Well, the 256x256 tex looks like ass up that close, but it looks fine at normal RTS zoom I'll bet.
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Pressure Line
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Re: thesleepless's WIPs

Post by Pressure Line » 05 Jun 2009, 01:44

can we get a look @ the uvmap? because that looks a lot more low-res than my 256x256's
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thesleepless
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Re: thesleepless's WIPs

Post by thesleepless » 05 Jun 2009, 03:18

more texturing...

Image

Image
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rattle
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Re: thesleepless's WIPs

Post by rattle » 05 Jun 2009, 03:27

You could've aligned a lot of these vertices for the ease of texturing. It's easier to paint straight and deal with some minor distortion, especially near borders
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Forboding Angel
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Re: thesleepless's WIPs

Post by Forboding Angel » 05 Jun 2009, 03:28

Ewww, that uvmap gives me nightmares.

That explains why the texture looks so jagged and raggedy.
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Pxtl
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Re: thesleepless's WIPs

Post by Pxtl » 05 Jun 2009, 03:32

Ah. Obvious problem is obvious. You're not making the large objects get large amoutnts of space. The wings and fuselage, which represent some 80% of the top-visible model, get only like 40% of the map.
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Wolf-In-Exile
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Re: thesleepless's WIPs

Post by Wolf-In-Exile » 05 Jun 2009, 07:20

Looks nice. Only thing with the mesh is there's *alot* of unnecessary polies which could have been used into adding more visible details.
thesleepless wrote:yep 256x256, think i should go higher? lower?
256 is fine.

Like rattle mentioned, you have alot of distortion on your textures.

I suggest you use a checker (chessboard) texture while unwrapping to check that your UVs are aligned properly.

You should also give priority to larger visible areas on your UV map. For example, your boosters have way too much UV space assigned, they're even bigger than your upper wing area and fuselage combined.

You can further optimise your UVmap space by having the bottom area of the wing assigned to the same UV space as your upper wing area (since they're the same shape anyway).
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Saktoth
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Re: thesleepless's WIPs

Post by Saktoth » 05 Jun 2009, 20:55

CA will definitely be interested in using this.
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thesleepless
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Re: thesleepless's WIPs

Post by thesleepless » 05 Jun 2009, 21:47

Nova Anaconda Concept Art

Image

not entirely happy with the front, looks too much like a sphinx ><
any suggestions?

Update: MK2

Image
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