Flea remake (released) - Page 4

Flea remake (released)

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

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Zenka
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Post by Zenka »

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.
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.
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smoth
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Post by smoth »

my bad, I always presumed them to be air intakes for some sort of thruster.
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Das Bruce
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Post by Das Bruce »

Stripes bad.
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Dragon45
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Post by Dragon45 »

Ditto.

Older stained blue look > stripes.
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RightField
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Post by RightField »

Am I the only one thinking the textures on this model is pretty bland?
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SinbadEV
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Post by SinbadEV »

Yeah... sorry, but it looked a million timed better before the texture was added... try again, I like the shape.
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Zenka
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Post by Zenka »

Das Bruce wrote:Stripes bad.
Good old Bruce style. So utterly not usefull, expet it makes me feel 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?
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Das Bruce
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Post by Das Bruce »

Dude, its not that hard to move around the team colour.
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smoth
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Post by smoth »

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.
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Zenka
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Post by Zenka »

smoth: you got mail ;)

As for the precache, maybe that would be the problem. But as long spring doesn't precache it, we should reffrain ourselfs from using large textures. (and it's only a flea it doesn't need an enormous texture)
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RightField
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Post by RightField »

Zenka wrote:
Das Bruce wrote:Stripes bad.
Good old Bruce style. So utterly not usefull, expet it makes me feel 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?
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.
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Zenka
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Post by Zenka »

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.
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)
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RightField
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Post by RightField »

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.
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Zenka
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Post by Zenka »

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.
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.
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)
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smoth
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Post by smoth »

Wow, there is a lot of waisted space here... mind if I fix that?
mongus
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Post by mongus »

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.
Go ahead give it a try, and post back here.
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Zenka
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Post by Zenka »

smoth wrote:Wow, there is a lot of waisted space here... mind if I fix that?
Not at all, I'll correct the UV map accordingly to your texture ^.^
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smoth
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Post by smoth »

actaully, I meant fixing the uv map..

I have been at it for an hour right now.

The model exported from upspring had a lot of geomitry issues. I have fixed almost all of them I am now at the legs. As soon as they are done I will finish the uvmap and post a snap of the map.
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smoth
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Post by smoth »

Image

This is the corrected uvmap
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smoth
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Post by smoth »

UPDATE:
Image
Texture:
Image

The base texture is done, the model is a bit cleaner on it's geomitry. The next step is exporting all the peices settings origons etc.

Then I'll do team colors and the refletive/glow map.

For now, enjoy.
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