Galactic Empire Mod stuff - Page 6

Galactic Empire Mod stuff

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

Moderators: MR.D, Moderators

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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

I'm pretty sure TRO must've been kidding or something, suggesting less roundness and shininess is is kind of ridiculous given that the whole reason for more powerful graphics cards is to be able to make such things.
no, your ships look like raw liver
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Tro, while I am not a fan of caydrs uvwmapping and texturing at least give some constructive critisism this is not TAU. We are trying to keep the civility levels here at least a few notches above TAU... i.e. the flame pit.

I have always thought the models texturing looked rushed caydr but I know it is a learning experience for you. There are alot of details that could use more attention. I am sure this is not going to be the first uvwmapping that you will do.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Please dont mention raw liver again.
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Ok I'm shit at mapping, but I have tried and I have to say caydr is doing a really good job, producing so many UV-mapped units in such short time...
Could you explain what can be improved or how it can be done different smoth?
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Look... if y'all want real critique, I will start a thread. I'm qualified to give it, and I like helping newbies.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Caydr I am going to have to pick apart your model please do not take this personal.

I can try zaphod but this has to be kinda hurried... I have other things to
do. I am not exactly as well read as I should be on this so forgive the
non-technical analysis

The first thing he did was a lot of top/bottom mapping as in he mapped a
whole section to a texture without covering the insides... this is very lazy,
he does it on all his models and this is only one example I am sure if you
will find this glaringly obvious...Shown in orange.

The second mistake he makes is textures stretching along faces... the
easiest to see on this model is the side of the cockpit... and the neck(?) of
his aircraf. This has been highlighted in red.

Another mistake which really means he is wasteing polies and it REALLY
hurts his models is the way he does not make an effort to even slightly
change brightness/color/anything to bring out his details resulting in a
lack of detail dispite his MASSIVE poly count. pointed out in lime.

Again these mistakes can be found throughout all of his models..
A can be found on all of his intakes and
thrusters. B can be be found here and there to
most modelers this is a HUGE no-no. C can
be found in all of his textures. However he was relying on the engine to
produce shaddows. Simply raising or lowering brightness on all these
areas would bring the details that he spent so much time modeling out
where we can see them.

Consider also the guns on the wings as you can see in the top image the
left side again, another top map.. in fact so lazily done that you can see
the white stripe going across the barrel of the gun. Also again
C
shows it's ugly head in the form of NO detail
to the texture and the extra faces are wasted in the bland and depthless
texture.

I hope this helps to at least start to illustrate it.
Image
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Yeah, I was aware of all those problems... well, the reason why I chose to do just top-bottom mapping for the most part is because I don't like obvious seams on corners. IMHO, that looks like crap. As regards to the textures being reused, for instance on the guns, I thought this was pretty much common practice. It saves a whole lot of texture space and isn't that bad looking.

I know my textures are pretty bland and depthless but... I really don't have a clue how to make textures. All I've got is a couple of mediocre tutorials. I am trying more and more to use specialized textures, for instance my ships have windows (yeah, incredibly simple, but it's a start). If any of you experienced texturers could point me to some relevant tutorials for creating spaceship textures, it'd be really appreciated. I'm really just clueless here.

The good news is, I've saved all my templates and finished designs and whatnot, so I can make progressive improvements to all ships as I learn new tricks.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

yep, I figured as much. this is why I am pointing thsese thungs out. As far the seams those can be dealt with by good textureing. Seams only exist on bad textures:

For example do you see any seams on this model?
Image

But the thing is EACH face was seprated to make it use the same texture as:
Image
The only seam that exists is the break between the roof textures. I left it because I liked the way it looked.

It is a matter of laying out the texture well and making good utlization of texture space. The best way to learn about this is to look closely as fps player models.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Those are cool houses...but should be used in TAK, not TA.

But thats no problem, as a TAK mod will be comming out soon...right?
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

Zoombie wrote:Those are cool houses...but should be used in TAK, not TA.

But thats no problem, as a TAK mod will be comming out soon...right?
umm, no they are NOT for you guys they were for something else. Please do not make an assumption like that.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

Another new ship, Jabberwocky-class advanced destroyer. I'm thinking about changing its name for the mod, "Jabberwocky" reminds me of that crappy MP movie. Upon looking at this model ingame I discovered a striking resemblance to Starcraft's "Valkrie" anti-air ship. The similarity is coincidental, as this ship is based upon a game from 1994, long before starcrap.

On with the pictures:

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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

caydr, as far as the small ships are concerned can you consider giving them more team color area? I would make fire fights easy to manage.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

Aww those are nice house modles...


Anyway Cyder it would be VERY nice to have some sprips on the fighters, to make the team colours stand out in a large brawl. Also will your fighters use the brawler script (Strafing) or the fighter scrips (flying around and looking cool)?
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Caydr
Omnidouche
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Post by Caydr »

They will fly around and look cool, of course. Increasing the team colour area is NP, I could do that at any time.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

ACtually the brawler animation with a large number of fighters, mano a mano looks REALLY COOL!

They all fly around eachother and stuff.
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

What do you guys think of this latest ship? I think it's one of my favourites so far, because of how bloody complex and unusually-shaped it is. The whole time I was making it, up until 3/4s done, I was like "oh crap, I've gotta start over". 3000 triangles, all told.

My standards are:

Fighter: 1000 or less
Bomber: 1250 or less
Destroyer: 3000 or less
Cruiser: 4500 or less
Flagship: 6000 or less (you haven't even seen any of these babies yet...)
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Caydr, I'm diggine the model. It reminds me of a broadsword. Oddly enough that game came out in 94, coincidence maybe? hmm... ;P
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TheRegisteredOne
Posts: 398
Joined: 10 Dec 2005, 21:39

Post by TheRegisteredOne »

i do not like the design very much. too retro imho, reminds me of the sci-fi spaceships of the 50s and 60s, think Original Star Trek. here is an example of what good modelling and texturing can do. mind these are ingame models. I think these ships have less poly counter than yours. http://www.deviantart.com/view/20104058/
http://www.deviantart.com/view/19383351/
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

Caydr wrote:What do you guys think of this latest ship? I think it's one of my favourites so far, because of how bloody complex and unusually-shaped it is. The whole time I was making it, up until 3/4s done, I was like "oh crap, I've gotta start over". 3000 triangles, all told.

My standards are:

Fighter: 1000 or less
Bomber: 1250 or less
Destroyer: 3000 or less
Cruiser: 4500 or less
Flagship: 6000 or less (you haven't even seen any of these babies yet...)
will all these type of units in a running game consume too much cpu ?
whats the standart polys for the current units that mods generaly have ?
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SwiftSpear
Classic Community Lead
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Joined: 12 Aug 2005, 09:29

Post by SwiftSpear »

The polycounts you're adhering too are HL2 standard figures. In fact all the default player models in HL2 are under 5000 polies. Plus HL2 handles shaders and lighting about 100 times more efficiently then spring currently does. In a large game of average AA, XTA or FF proportions AMD FX55 users running SLI will choke trying to run this mod with shadows and reflections on.
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