OverLord BattleShip For CA - Page 2

OverLord BattleShip For CA

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Cremuss
Posts: 364
Joined: 28 Oct 2006, 21:38

Re: OverLord BattleShip For CA

Post by Cremuss »

I guess just remember that your model/texture will be really small ingame so don't add to much tiny details on your textures cause it's useless and ugly from a far distance view

Also, better to make 1 model textured than 10 models untextured. (and don't forget corpses :D)

I hope it helps :mrgreen:
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Neddie
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Re: OverLord BattleShip For CA

Post by Neddie »

If you do add small details, you need to ensure they don't merely look like noise at a distance. Subtle close-up details in a limited palette have often served me well at all view distances, but your mileage may vary. Looking forward to seeing more of your models.
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Re: OverLord BattleShip For CA

Post by Saktoth »

Image
These are more up to date crem, if you havent seen the random WIP thread.

The battleship is basically just the background plates texture with some autoshading using GPUmeshmapper so its really very lazy but your model is so detailed that it barely needs much more (though ill add more later, eyes to start with). I might make the edges harder before shading them in GPUmeshmapper because your models have a distinctly sharper edged look to them than mine do, but im worried it will make mine look polygonal.
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ryanthomas
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Joined: 06 Jul 2009, 07:09

Re: OverLord BattleShip For CA

Post by ryanthomas »

hate blenders auto culling and can it be disable? and are the moveable parts to be separate?
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ryanthomas
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Re: OverLord BattleShip For CA

Post by ryanthomas »

sub i quickly made

Image
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MidKnight
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Re: OverLord BattleShip For CA

Post by MidKnight »

ryanthomas wrote:hate blenders auto culling and can it be disable? and are the moveable parts to be separate?
auto-culling? what does it cull?
and yes, moving parts have to be separate meshes.
Kenku
Posts: 134
Joined: 26 Feb 2010, 06:19

Re: OverLord BattleShip For CA

Post by Kenku »

That sub looks awesome ryan! Definitly a good replacement for the old TA subs(unless this is the battle sub and Im mistaken)
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Hobo Joe
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Joined: 02 Jan 2008, 21:55

Re: OverLord BattleShip For CA

Post by Hobo Joe »

ryanthomas wrote:hate blenders auto culling and can it be disable? and are the moveable parts to be separate?
In edit mode hit the "enable backface culling" button, it's right next to the vertice/edge/face buttons in the 3D window.
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ryanthomas
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Re: OverLord BattleShip For CA

Post by ryanthomas »

MidKnight wrote:
ryanthomas wrote:hate blenders auto culling and can it be disable? and are the moveable parts to be separate?
auto-culling? what does it cull?
and yes, moving parts have to be separate meshes.
makes some faces transprent without tell you about
Saktoth
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Re: OverLord BattleShip For CA

Post by Saktoth »

Pretty cool, but it needs more interest, its very repetative down the side. Id suggest a hull design that has a front and back section with a skinny bit down the middle, like all crems ships, though thats not essential, as long as its interesting. Here are my designs for a sub (should have posted these earlier). They are just mockups, both based off cut-up current models, one not uvmapped, another clearly just the inverted hull segments of the aa ship, but they may give some ideas.
Image
Image

Oh and finally, something like the little raised bevels on the front are best left to texture.
hamsate
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Joined: 21 Jun 2007, 00:25

Re: OverLord BattleShip For CA

Post by hamsate »

ryanthomas wrote:sub i quickly made
Looks intimidating.. like it carries some sort of authority.
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ryanthomas
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Re: OverLord BattleShip For CA

Post by ryanthomas »

ahh like an iron clad design/style i can do that :-)
Saktoth
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Re: OverLord BattleShip For CA

Post by Saktoth »

ryanthomas wrote:ahh like an iron clad design/style i can do that :-)
Not necessarily, your long thin design is good, quite good, in its basic profile, but the repeating boxes and single long line down the side arent very interesting. You want to spice that up a bit.
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: OverLord BattleShip For CA

Post by manolo_ »

wow, that sub is really awesome i like it a lot, but u should make a smaller one, i dunno if you will see all this plates ingame, maybe make that with the texture
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Licho
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Re: OverLord BattleShip For CA

Post by Licho »

Yeah, sub looks great, I'm looking forward to see those models ingame :)
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ryanthomas
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Re: OverLord BattleShip For CA

Post by ryanthomas »

Saktoth what kind of textures did you use or did you make your own?
Saktoth
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Re: OverLord BattleShip For CA

Post by Saktoth »

ryanthomas wrote:Saktoth what kind of textures did you use or did you make your own?
Saktoth wrote:Here is an xcf (gimp) file for the Corvette.
It relies heavily on ambient occlusion and normal generation using GPU meshmapper (the bottom three layers), which i can do for you if you're interested.
Mine are based off Crems original, which you can find here.

I did a few edits though, changed the colour, changed the way the eyes were done (copied something off of mr.d).

If you like, you can UVmap and upload them, and ill throw a texture on. Its not hard to do what i did to the battleship.
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ryanthomas
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Re: OverLord BattleShip For CA

Post by ryanthomas »

sorry if i had not been posting lately been racked up with work and getting use to blender 2.54 beta :p
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scifi
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Joined: 10 May 2009, 12:27

Re: OverLord BattleShip For CA

Post by scifi »

ah np just keep working on it, and improving skills thats the main part of moddeling :wink:
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ryanthomas
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Joined: 06 Jul 2009, 07:09

Re: OverLord BattleShip For CA

Post by ryanthomas »

back from a very long a busy time, guys still need anything
i have been work with blender 2.57b its pretty cool
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