[WIP] - My TA re-modeling and re-design - Page 9

[WIP] - My TA re-modeling and re-design

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

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MR.D
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Re: [WIP] - My TA re-modeling and re-design

Post by MR.D »

Bingo, Nailed it.

Nice work. 8)
smokingwreckage
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Re: [WIP] - My TA re-modeling and re-design

Post by smokingwreckage »

That last one is pretty sweet.
imbaczek
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Re: [WIP] - My TA re-modeling and re-design

Post by imbaczek »

nice. captures the spririt of the original while looking much cooler.
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

TIE-fighter-on-a-stick
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REVENGE
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Re: [WIP] - My TA re-modeling and re-design

Post by REVENGE »

That is rather sexy, and has a real sense of style.

And the OTA model isn't lost in translation either, nice stuff. :P
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Last pick. I think I can start the uvs now :-)
http://cremuss.free.fr/fodb/files/hlt/render/3.jpg

I'm gonna finish this one now and start another model this evening. I've to speed up, I've only done 18% of arm buildings and I'm going to egypt 1 week tomorrow ^^
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Crayfish
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Re: [WIP] - My TA re-modeling and re-design

Post by Crayfish »

Awesome, that's really cool. Still looks best closed imo but I guess an opening animation will give it added style.
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Elkvis
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Re: [WIP] - My TA re-modeling and re-design

Post by Elkvis »

That is so cool.
its halfway between armour and a heatsink.
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

I'd cylinder map the barrels and either clone the duplicate UVs or place them in a way that they overlap each other perfectly.
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Hoi
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Re: [WIP] - My TA re-modeling and re-design

Post by Hoi »

could you explain cylinder map? what's it for? why is it better for something?
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Hoi > My barrels are 6 sided, I've unwrapped side by side and overlapped them (yellow part)

I think rattle means that I should do 6 side without overlapping, so pre-shading can be done in texturing (light on the top, shadow on the bottom)

Am I right rattle ?
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

Yes, unless you can get them to look good like this.
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smoth
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Re: [WIP] - My TA re-modeling and re-design

Post by smoth »

one thing to remember, in spring the buildings may be on different types of terrain, and there might be deformation happening. So consider extending the base down a bit when you make buildings.

Just a thought.
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MR.D
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Re: [WIP] - My TA re-modeling and re-design

Post by MR.D »

1 good reason to map cylinders with each face direction layed out flat is if you want to put a gradient shading on the barrel, its hard to do if its just cloned and overlapped.
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rattle
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Re: [WIP] - My TA re-modeling and re-design

Post by rattle »

I'd also suggest to model the cylinder with all necessary cuts first, then unrwap it and deform it after. It's a lot easier to paint then while the little bit of deformation doesn't really hurt.

Image
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smoth
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Re: [WIP] - My TA re-modeling and re-design

Post by smoth »

penis gun
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clericvash
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Re: [WIP] - My TA re-modeling and re-design

Post by clericvash »

smoth wrote:penis gun
hahaha fully
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MR.D
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Re: [WIP] - My TA re-modeling and re-design

Post by MR.D »

You're just mad cause its bigger than yours.
:-)
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Cremuss
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Re: [WIP] - My TA re-modeling and re-design

Post by Cremuss »

Ok, I tried to fix that.

@ smoth : True, I forgive that. I've made the base a bit longer.

@ MR.D : Yeah, that's the main reason, but you loose lot's of space in the uv map in my mind ^^

@ rattle : That's an interesting idea that I applied here. I'll try to remember this tip :-) Thx.

http://cremuss.free.fr/fodb/files/hlt/f ... _fixed.jpg

http://cremuss.free.fr/fodb/files/hlt/hlt_fixed.obj
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