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Re: Random WIP
Posted: 05 Aug 2008, 21:05
by Guessmyname
I've been wanting to do that, but I've no idea where to look for them.
Re: Random WIP
Posted: 05 Aug 2008, 21:17
by rattle
Uh google for a type of metal +texture
I've been using these in different blend modes for lots of things, including organic stuff
http://rattle.from-hell.net/spring/models/overlays/
PS: the inside UVs of your rocket launcher cover needs to be flipped along the longer side I think
Re: Random WIP
Posted: 05 Aug 2008, 21:30
by Wolf-In-Exile
GMN: looks nice, but the bevels on your texture are upside down, both on the missile launcher and the side of the cab.
Either that or if you mean them as extruding panels, their edges should be less blurry/easier to read as extrusions.
Re: Random WIP
Posted: 05 Aug 2008, 22:05
by Guessmyname
Those aren't panels on the launcher, they're ridges (if that's the right word). The metal on each side are on the same plane: it's the lines themselves that are raised.
Re: Random WIP
Posted: 06 Aug 2008, 06:04
by Warlord Zsinj
Nice GMN, I told you'd be good at texturing. I just wish I'd bullied you into it when you were still working exclusively for IW >_>
As rattle has pointed out, the overlay system works well for fudging realistic metal. The trick is to not assume that they are done when you overlay them. There's still a lot of work to be done in dealing with the level of interaction. Things like playing with opacity, burning and dodging, and so on. There's a temptation when doing it to leave things really grungy, but because the photos are typically of a close up area, and you're representing an area viewed from further away, try not to go over board.
I used them extensively here:
http://forums.imperialwinter.com/index. ... =518;image (dish area I did, lower down was done by jamin, with minor edits by me)
Otherwise, I recommend preshading the whole thing a little more, as well as adding more interest areas and greebles. Things like rivets, latches, text, symbols, hatches, etc, help to make textures a lot more believable.
Re: Random WIP
Posted: 06 Aug 2008, 13:47
by AF
I think those would look a lot nicer warlord if they ahd a small decal which put dirt or disturbed ground just around where the base meets the soil so that its not striking as it sort of distracts from the quality of the model.
Re: Random WIP
Posted: 06 Aug 2008, 14:26
by Warlord Zsinj
Our buildings do have decals, I just forgot to put it on that one when taking the shot >_>.
you can see the rebel one here:
http://forums.imperialwinter.com/index. ... =508;image
We have a generic decal for each side, and the occasional custom decal for very important buildings. Loading up a 512 or even a 256*256 decal is pretty wasteful in terms of memory space, so it's best to keep a generic one that is reused. Unfortunately that means that I can't fake occlusion like I have with the heavy weapons lab custom scar, but atleast the contact between the ground and the unit is less severe.
Re: Random WIP
Posted: 07 Aug 2008, 03:25
by smokingwreckage
Zsinj: link is broke!
Re: Random WIP
Posted: 07 Aug 2008, 03:36
by Warlord Zsinj
Fixed. It was the annoying edit/truncate bug. Thanks for the heads-up
Re: Random WIP
Posted: 08 Aug 2008, 03:09
by smoth
Still unoptimized at 1902 polies. I am probably going to shave of a couple hundred more for those who are wondering.
The above image is what rattle is on about with the hard edges and normals. FAIR WARNING THEY MIGHT COMPLICATE YOUR UV PROCESS.
Re: Random WIP
Posted: 08 Aug 2008, 08:34
by KDR_11k
smoth wrote:FAIR WARNING THEY MIGHT COMPLICATE YOUR UV PROCESS.
Wut?
Re: Random WIP
Posted: 08 Aug 2008, 15:13
by smoth
Hard edges act like marked edges when unfolding a model in wings. This is a good and bad thing. On one hand it gives you a few premarked cut areas on the other, you might not want those uv cuts.
Re: Random WIP
Posted: 08 Aug 2008, 15:18
by Hoi
and thats a problem becaus? you can just unmark everything if you want to
Re: Random WIP
Posted: 08 Aug 2008, 16:54
by Hoi

wip
before i continue i'd like to know if i can let it create units in that house thing, and let them walk out via the stairs, otherwise there is no point continuing it

Re: Random WIP
Posted: 08 Aug 2008, 17:44
by rattle
It's a problem because you only need cuts where seams go. To be honest I never use the auto-wrapper... reproject and snap UV is faster for me.
Re: Random WIP
Posted: 08 Aug 2008, 18:13
by Hoi
I just project normal and then use cut and unfold, exept sometimes when its better to keep PN
Re: Random WIP
Posted: 08 Aug 2008, 18:27
by KDR_11k
I use Blender where hard edges and UV seams are separate.
Re: Random WIP
Posted: 08 Aug 2008, 20:07
by rattle
They're seperate in wings as well, the auto-wrapper just uses the hard edges for seams unless you unmark them.
Re: Random WIP
Posted: 08 Aug 2008, 20:13
by Hoi

a robotic powerplant, 660 tri's so far
Re: Random WIP
Posted: 08 Aug 2008, 20:17
by Crayfish
Ooo I like that! Will it have crackly lightning and stuff?