BattleFleet's WIP - Page 4

BattleFleet's WIP

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

Moderators: MR.D, Moderators

User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

A mini-sub submarine carrier for the Atlanteans

Image

and also a new fighter
Image
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: BattleFleet's WIP

Post by Hoi »

You're really using WAY MORE polies than you need to use in those 2 pictures, fix it please.
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

Yes, I have a trouble here, particularly in the plane is very necessary to reduce half of the polygons without miss the shape.I think the texes will simplify the needs for forms also.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: BattleFleet's WIP

Post by Hoi »

Mind uploading them? (just to me, I won't use them for anything), if you do I'll show you what I mean :wink:
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

Yes!I will upload and will PM to you.
Thanks
vonGratz :wink:
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: BattleFleet's WIP

Post by smoth »

I think he is adding those extra edge loops because he is doing 3do texturing.
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

No way Smoth :lol: , 3do texes never more !!!!! To texture a carrier with 3dos would be an insanity and also the distortion could kill the entirely work.
Im learning UVMapping....
Until this week the score was 10 UVMapping x 0 myself, but finally I made a goal :mrgreen:
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

Hoi,
I think that I understood :-) Without loose any angle (one or two not necessary :lol: )
Better?
Image
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: BattleFleet's WIP

Post by Neddie »

An improvement!
User avatar
Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: BattleFleet's WIP

Post by Pressure Line »

remember that spring can shade even fairly blocky shapes smoothly (eg. octagonal wheels) so you can probably knock half of the subdivisions off the front of the carrier sub too :)

*edit* picture to demonstrate the polies I'm talking about!

Image
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

Really I dont known it until now, but you answered my next question before I do it :lol: :lol: :lol: as Ive read something and have this doubt
This forum is amazing :wink:
Thanks
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

A question:
Did the UVMapping texturization is good for large areas as the parts of the deck of this carrier for example?
Or it need to be subdivided?
Image
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Re: BattleFleet's WIP

Post by Neddie »

All depends on how you organize the UV map.
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

neddiedrow wrote:All depends on how you organize the UV map.
Did it means good scale in that pieces ?
User avatar
rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: BattleFleet's WIP

Post by rattle »

You don't need any subdivisions, all you need is to do is to describe the shape with as little geometry as possible. If you set up the edge hardness properly, then you won't have any shading issues either.

You'd need additional edge loops to counteract distortion at the joints when using bone animations for example.
SpikedHelmet
MC: Legacy & Spring 1944 Developer
Posts: 1948
Joined: 21 Sep 2004, 08:25

Re: BattleFleet's WIP

Post by SpikedHelmet »

Polycount doesn't matter. Stop filling people with lies. For a large flat upward surface like a, aircraft carrier flight deck, texture efficiency is far far far more important than poly conservation.
User avatar
VonGratz
Posts: 471
Joined: 03 May 2005, 05:25

Re: BattleFleet's WIP

Post by VonGratz »

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

Re: BattleFleet's WIP

Post by rattle »

SpikedHelmet wrote:Polycount doesn't matter. Stop filling people with lies. For a large flat upward surface like a, aircraft carrier flight deck, texture efficiency is far far far more important than poly conservation.
But subdivisions won't simplify the UV for space conversation. You can still add edges where you want to have your cuts.
Post Reply

Return to “Art & Modelling”