thesleepless's Models and Concept Art
Moderators: MR.D, Moderators
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
thesleepless's Models and Concept Art
Skimmer WIP
290 faces
inspired by http://flyingdebris.deviantart.com/art/ ... y-47157567
feedback welcome
currently working on the texture.
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.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: thesleepless's WIPs
CA's Nova faction if they want it.
i guess it's either a hovercraft or a vtol
i guess it's either a hovercraft or a vtol
Re: thesleepless's WIPs
Fighter would be my guess. Doesn't look meant for hovering like a gunship - no veritcal thrusters.
Re: thesleepless's WIPs
looks nice what size is the texture ?
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: thesleepless's WIPs
yep 256x256, think i should go higher? lower?
Re: thesleepless's WIPs
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!
Re: thesleepless's WIPs
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.
Re: thesleepless's WIPs
Pretty nice and 256x256 is more than enough. I'd overlay an AO bake
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: thesleepless's WIPs
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.
Re: thesleepless's WIPs
Well, the 256x256 tex looks like ass up that close, but it looks fine at normal RTS zoom I'll bet.
- Pressure Line
- Posts: 2283
- Joined: 21 May 2007, 02:09
Re: thesleepless's WIPs
can we get a look @ the uvmap? because that looks a lot more low-res than my 256x256's
Re: thesleepless's WIPs
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
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: thesleepless's WIPs
Ewww, that uvmap gives me nightmares.
That explains why the texture looks so jagged and raggedy.
That explains why the texture looks so jagged and raggedy.
Re: thesleepless's WIPs
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.
- Wolf-In-Exile
- Posts: 497
- Joined: 21 Nov 2005, 13:40
Re: thesleepless's WIPs
Looks nice. Only thing with the mesh is there's *alot* of unnecessary polies which could have been used into adding more visible details.
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).
256 is fine.thesleepless wrote:yep 256x256, think i should go higher? lower?
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).
Re: thesleepless's WIPs
CA will definitely be interested in using this.
- thesleepless
- Posts: 417
- Joined: 24 Oct 2007, 04:49
Re: thesleepless's WIPs
Nova Anaconda Concept Art
not entirely happy with the front, looks too much like a sphinx ><
any suggestions?
Update: MK2
not entirely happy with the front, looks too much like a sphinx ><
any suggestions?
Update: MK2