Erg, if you look at noize's posted picture, you'll notice the eyes are roughly at the same place where the eyes on the old model are.smoth wrote:I do not understand the eyes...
that is where the neck/chest is..
the part that looks like a little head in the front is his head.
Flea remake (released)
Moderators: MR.D, Moderators
- RightField
- Posts: 110
- Joined: 11 Nov 2004, 21:29
Good old Bruce style. So utterly not usefull, expet it makes me feel badDas Bruce wrote:Stripes bad.

Now the blend thingy is eality explainable. It becouse of YOUR lousy PC's I have to think of. Thats right, An texture over 265*265 will lag the game shortly when first builded the unit (when it loads the texture). Therefore the texture is so small and look blended.
I'm starting to wonder why these kind of comment comes around when I'm bug fixing the unit, instead at the stage I put the texture in discussion (say, a week ago).
I tried the 'old teamcolor' look. It looked hideous. Or so I think. Obiously, I like the current texture. And am not quite willingly to put another 20+ hour work in creating a 4th texture. (this already is the 3rd complete retexture).
Ofcourse this kind of things always makes me look to the model and think: Where did I go wrong?
The texture? Oh for the love of little green apples, I'm getting out of ideas here. Any texture ideas everyone will love?
ok, first and foremost. Panel lines, techy bits and some shaddow will help.
it has always been a texturing axiom to shade your unit like it is in 70% light 30% shaddow. That way it does not look flat and even in fully bright situations it will not look dull.
My email is natrolite@hotmail.com. If you want some help I can give you some of my time. send me 3 things:
The model in s30
the texture
the team texture
I will work from there.
-Smoth
also the lag is because the game is NOT precaching the texture. sounds like a spring bug.
it has always been a texturing axiom to shade your unit like it is in 70% light 30% shaddow. That way it does not look flat and even in fully bright situations it will not look dull.
My email is natrolite@hotmail.com. If you want some help I can give you some of my time. send me 3 things:
The model in s30
the texture
the team texture
I will work from there.
-Smoth
also the lag is because the game is NOT precaching the texture. sounds like a spring bug.
- RightField
- Posts: 110
- Joined: 11 Nov 2004, 21:29
Textures doesn't have to be big to be good. Not at all. Most TA textures are extremely small and this they look better than the job you did on this one.Zenka wrote:Good old Bruce style. So utterly not usefull, expet it makes me feel badDas Bruce wrote:Stripes bad.
Now the blend thingy is eality explainable. It becouse of YOUR lousy PC's I have to think of. Thats right, An texture over 265*265 will lag the game shortly when first builded the unit (when it loads the texture). Therefore the texture is so small and look blended.
I'm starting to wonder why these kind of comment comes around when I'm bug fixing the unit, instead at the stage I put the texture in discussion (say, a week ago).
I tried the 'old teamcolor' look. It looked hideous. Or so I think. Obiously, I like the current texture. And am not quite willingly to put another 20+ hour work in creating a 4th texture. (this already is the 3rd complete retexture).
Ofcourse this kind of things always makes me look to the model and think: Where did I go wrong?
The texture? Oh for the love of little green apples, I'm getting out of ideas here. Any texture ideas everyone will love?
Do take notice that "Most TA textures" is used in the 3do format. Where the model has mutliple textures. s3o uses one big texture. (well, not "big" actually, but you get my point)RightField wrote:Textures doesn't have to be big to be good. Not at all. Most TA textures are extremely small and this they look better than the job you did on this one.
- RightField
- Posts: 110
- Joined: 11 Nov 2004, 21:29
Well, I can't easily get a better result than this. So I concluded my skills in paining a texture isn't good enough for the requested level.RightField wrote:I've been skinning UV wrap textures for Wc3 units for a long time and I know that you can easily get a better result than this, even with a small texture. If you can't manage to make something better, fine, but don't blame it on texture sizes not being big enough. The only limit here is yourself.
I'm open for anyone to make a texture for it. (maybe Smoth will make one).
Grab the package here:
The pakage hold various things:
First of all, the usual unit (s3o, textutes, unit pics, scripts etc)
Secondly it holds the file "Flea UV3e.psd" this is an uncomprimised version of the current texture.
The "Line" layer hold the UV map. You will notice several odd things about the UV. This is becouse I removed a lot of faces after the UV mapping.
The "Logo" layer is the same as the alpha layer on the final texture. This hold all the team colors.
knock yourself out!
(ps, I find the UV map clean enough for me. However on request I'm willing to remake the UV map)
Go ahead give it a try, and post back here.RightField wrote:I've been skinning UV wrap textures for Wc3 units for a long time and I know that you can easily get a better result than this, even with a small texture. If you can't manage to make something better, fine, but don't blame it on texture sizes not being big enough. The only limit here is yourself.