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Re: [WIP] - My TA re-modeling and re-design
Posted: 20 Aug 2008, 03:13
by MR.D
Bingo, Nailed it.
Nice work.

Re: [WIP] - My TA re-modeling and re-design
Posted: 20 Aug 2008, 05:29
by smokingwreckage
That last one is pretty sweet.
Re: [WIP] - My TA re-modeling and re-design
Posted: 20 Aug 2008, 13:37
by imbaczek
nice. captures the spririt of the original while looking much cooler.
Re: [WIP] - My TA re-modeling and re-design
Posted: 20 Aug 2008, 16:27
by rattle
TIE-fighter-on-a-stick
Re: [WIP] - My TA re-modeling and re-design
Posted: 20 Aug 2008, 16:34
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.

Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 13:38
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 ^^
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 13:47
by Crayfish
Awesome, that's really cool. Still looks best closed imo but I guess an opening animation will give it added style.
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 13:50
by Elkvis
That is so cool.
its halfway between armour and a heatsink.
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 15:05
by Cremuss
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 17:26
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.
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 17:32
by Hoi
could you explain cylinder map? what's it for? why is it better for something?
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 17:59
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 ?
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 18:51
by rattle
Yes, unless you can get them to look good like this.
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 19:58
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.
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 20:59
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.
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 21:21
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.

Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 22:27
by smoth
penis gun
Re: [WIP] - My TA re-modeling and re-design
Posted: 21 Aug 2008, 23:47
by clericvash
smoth wrote:penis gun
hahaha fully
Re: [WIP] - My TA re-modeling and re-design
Posted: 22 Aug 2008, 00:34
by MR.D
You're just mad cause its bigger than yours.

Re: [WIP] - My TA re-modeling and re-design
Posted: 22 Aug 2008, 00:46
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