"Freshened Up" TA Units - Page 11

"Freshened Up" TA Units

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

Moderators: MR.D, Moderators

User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Diversity and I think it fits well.
User avatar
Quanto042
Basically OTA Developer
Posts: 778
Joined: 22 Feb 2006, 03:01

Post by Quanto042 »

I dunno, they don't look as cute as im used to them looking ;_;
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

I'm gonna paint it pink and draw some care bears on it if that's okay.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Sorry to hijack the thread, but I too have been remodeling some stuff, mainly for XTA. I cant uv map, so im sticking to 3do for most of these... :(

Arm Sentinel:

Image
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I would suggest you learn to UV map or hand over the job to somebody else. 3do models arent needed and only provide a future problem when they have to be retextured to create s3o versions.
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

Oeh I really like it :)
Alantai is right, I suggest you make the unit in s3o. learning to UV map isn't hard. and eitherway there are people willingly to do it for you (I for example can see to it this week).
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Aside from that make a few distinguishing changes to the geometry to make it a little more obvious that the HLT has been remodelled and not just retextured.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

I have to agree with AF.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

the texture is what will really make it different.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

I've seen it on the XTA board and it doesn't really look much different nor better than the original one IMO.
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Yeah, im trying to learn to UV map. This model was pretty complicated for a beginner so I decided to try something more simple, im retexturing the LLT in s3o. Hopefully it doesnt suck as bad as the sentinel...
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Ok, here's the texture. I'll post unit pics once i figure out how to get it ingame. Be nice, its my first UV evar:

Image
User avatar
Runecrafter
Posts: 148
Joined: 30 Oct 2005, 00:23

Post by Runecrafter »

Just don't use 3DS Max..... no one here seems to know how to make a working UV map with it. :cry:
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

Here it is ingame, critique please:

Image
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

As you can see there are lots of similar UV coords. What you really should do is to have duplicates share the same UV space (flip/mirror them if necessary). You can get that texture probably down to 256x256 without scaling anything down.
It's generally a good advice to delete anything which can be duplicated before UV mapping and create copies when it's mapped.

Something else you should watch out for is to leave enough spacing. I usually overdraw anything by at least 2 pixels to each side to prevent nasty outlines on mipmaps and in general.


Anyway I quite like the turret stand. Anything above needs work :)
Sheekel
Posts: 1391
Joined: 19 Apr 2005, 19:23

Post by Sheekel »

rattle wrote:As you can see there are lots of similar UV coords. What you really should do is to have duplicates share the same UV space

How exactly do I go about doing this? Do I delete all similar faces in the UV map and copy them to the old location once its done? I cut and pasted many different faces in the UV map above.
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

You move UV coords which could share the same texture location above each other on the UV map.

I don't know what you used for UV mapping. I normally use a function in wings' UV mapper to move UV coords which should share locations to the center so they overlap each other perfectly. Then I drag them to where I want them in the end. You may have to flip, mirror and rotate some of them (be careful that they face in the same direction in the end).

I'd have cloned the feet for example. If you turn them around the global center Y axis they're back in place in no time.
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

just a nifty tnak

Post by rcdraco »

here is a tank that I made, look into the earlier section, it is high poly, at 722 polygons, so it's not cheap, but a decent replica of his work, if you want it, I can give you this basic version. I may release an S3O version, when I figure out UV mapping from Wings. Do I just export each object, or the whole thing, because lining up 25 tred pieces is going to be a pain. And also, I have a good idea for the new Thud, make the turret a double sided rotater, like the turrets in The Lost Legacy, gives it a unique look and it can get overbuilt more to look more proportional.

As usual, my imageshack is angry, so it's a smaller image.

Image
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

What is this supposed to be? Doesn't look like anything from TA.
User avatar
rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

style

Post by rcdraco »

A unit that I made using a design similar to this guys style for tanks:
Warlord Zsinj wrote:I know an artist who is exceptionally talented at such things and loves TA.

He is pretty busy though.

EDIT: linked the images so as to save the forum formatting.

Super Cool TA-based desigs
From
[url=http://itchstudios.com/psg/]Super Cool Website[url]
It is just a tank with dual howitzers, nothing special. Took about 45 minutes to make.
Post Reply

Return to “Art & Modelling”