
The Star Wars: Imperial Winter Eyecandy Thread [56k warning]
Moderator: Content Developer
- Machiosabre
- Posts: 1474
- Joined: 25 Dec 2005, 22:56
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
People don't watch their turrets from that angle or as close most of the time. Perhaps the first time or if you're like me, I do that. From a distance it's really good. For a close up it's still fairly good.
Is that a 256x256 map?
About the seams: is it just me or are there white outlines? You might want to fix that.
Is that a 256x256 map?
About the seams: is it just me or are there white outlines? You might want to fix that.
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Caradhras, I pretty much had Gnome yell at me for about a week straight to work it out. There aren't any real solid tutorials out there, because most of them assume a lot of photoshop knowledge. They'll babble on about adding alpha layers and so on, without actually explaining what you need to do to get there. If you pop on SWTA IRC sometime, I can run you through the basics (though it would be somewhat like the blind leading the blind
). irc.gnug.org #swta
Lathan: Check your PM
Rattle: it's a 512*512 map, but we left a lot of space in the corner of the UV incase we decide to put a Rebel Trooper in (which we're working on atm).
I can see the seam problems; but I'm not sure whether it's a UV problem or a texx problem. I'm going to go in and have a look at them later and see if I can tile them better. It's difficult because the edges of the faces are not straight (tapering clyinder).
I'm still very new at this (that's my er... 5th texture), so any advice in this regard would be welcomed :)
I intend to go in and maybe make it look a little less battered, and fix up the teamcolour, which I think is a little weak atm.
Thanks for the encouragement/criticism :)
(If we can do things like this, imagine what we can do with an Imperial Commander design! Get your butts in there
)

Lathan: Check your PM
Rattle: it's a 512*512 map, but we left a lot of space in the corner of the UV incase we decide to put a Rebel Trooper in (which we're working on atm).
I can see the seam problems; but I'm not sure whether it's a UV problem or a texx problem. I'm going to go in and have a look at them later and see if I can tile them better. It's difficult because the edges of the faces are not straight (tapering clyinder).
I'm still very new at this (that's my er... 5th texture), so any advice in this regard would be welcomed :)
I intend to go in and maybe make it look a little less battered, and fix up the teamcolour, which I think is a little weak atm.
Thanks for the encouragement/criticism :)
(If we can do things like this, imagine what we can do with an Imperial Commander design! Get your butts in there

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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Snipa, the thing is that I'm not really a super talented super experienced texture artist. All things considered, I'm pretty average at it. I have some basic photoshop experience, and some handdrawn media experience, and they let me do something that isn't entire crap, but I don't really put out super-high quality stuff, like say, Vassago. Keeping things messy like that is something I've learnt to do which is quick, cheap, and unfortunately a little nasty. If I went in and hand painted the whole thing, it would take me days, and it probably wouldn't look too good either. If you look at my TIE's, I use a similar method, and definitely use filters too much as a crutch. It doesn't look as good as some of the clearly talented texturers, but it's easily passable (IMO), which is what SWS needs right now. It's been so long since our last release, and we have such a huge mountain of work ahead of us, that we really just need to get things out the door. I'm not going to compromise the quality of SWS by letting crap textures through (I was practically lynched for my TIE Phantom effort), but at the same rate I can see where a visual masterpiece has an unrealistic timeframe.
No offense was taken at your comments though :)
No offense was taken at your comments though :)
Well, that's fine and dandy, because me, I would rather a filter than just plain metal.. I can use Spring to make it look nice and shiny, but I can't stand solid colors, unless they are clearly defined and meant to show something. All of the textures I do take less than two hours. ( I am not sure if thats good or bad..) My gunship made me feel good, I used almost no filters at all and I made a good lot of handpainted stuff, but thats only because I had the bullet marks, if I didn't have those, I woulda been tweaking and messing with it for quite a while until I found something else to fit the spot. So, I'm not all that good eitherWarlord Zsinj wrote:blah, blah, blah

Like I said before, its a really good texture, its just not my style
