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thesleepless's Models and Concept Art

Posted: 04 Jun 2009, 19:46
by thesleepless
Skimmer WIP

Image

290 faces

inspired by http://flyingdebris.deviantart.com/art/ ... y-47157567

feedback welcome

currently working on the texture.

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 19:48
by Pxtl
Hawt Secks, what'sit for?

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 19:51
by thesleepless
CA's Nova faction if they want it.
i guess it's either a hovercraft or a vtol

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 19:53
by Pxtl
Fighter would be my guess. Doesn't look meant for hovering like a gunship - no veritcal thrusters.

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 20:34
by Otherside
looks nice what size is the texture ?

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 20:36
by Hoi
Looks like a 256?

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 20:39
by thesleepless
yep 256x256, think i should go higher? lower?

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 20:43
by Hoi
Well, with 256 it might be hard to get details in, so if you have problems increase it to 512, but if you can keep it 256 and make a good texture keep it 256!

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 21:26
by Snipawolf
Did you split the model in half and mirror the UV coords? You can get a lot more out of a texture doing that, especially if it's a symmetric model.

Re: thesleepless's WIPs

Posted: 04 Jun 2009, 22:46
by rattle
Pretty nice and 256x256 is more than enough. I'd overlay an AO bake

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 01:23
by thesleepless
Image

still texturing, but fixed up the mesh a lot. changed the rocket lauchers and rear wings.
overlayed an AO bake.

and yep, the texture is mirrored.

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 01:41
by Pxtl
Well, the 256x256 tex looks like ass up that close, but it looks fine at normal RTS zoom I'll bet.

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 01:44
by Pressure Line
can we get a look @ the uvmap? because that looks a lot more low-res than my 256x256's

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 03:18
by thesleepless
more texturing...

Image

Image

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 03:27
by rattle
You could've aligned a lot of these vertices for the ease of texturing. It's easier to paint straight and deal with some minor distortion, especially near borders

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 03:28
by Forboding Angel
Ewww, that uvmap gives me nightmares.

That explains why the texture looks so jagged and raggedy.

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 03:32
by Pxtl
Ah. Obvious problem is obvious. You're not making the large objects get large amoutnts of space. The wings and fuselage, which represent some 80% of the top-visible model, get only like 40% of the map.

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 07:20
by Wolf-In-Exile
Looks nice. Only thing with the mesh is there's *alot* of unnecessary polies which could have been used into adding more visible details.
thesleepless wrote:yep 256x256, think i should go higher? lower?
256 is fine.

Like rattle mentioned, you have alot of distortion on your textures.

I suggest you use a checker (chessboard) texture while unwrapping to check that your UVs are aligned properly.

You should also give priority to larger visible areas on your UV map. For example, your boosters have way too much UV space assigned, they're even bigger than your upper wing area and fuselage combined.

You can further optimise your UVmap space by having the bottom area of the wing assigned to the same UV space as your upper wing area (since they're the same shape anyway).

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 20:55
by Saktoth
CA will definitely be interested in using this.

Re: thesleepless's WIPs

Posted: 05 Jun 2009, 21:47
by thesleepless
Nova Anaconda Concept Art

Image

not entirely happy with the front, looks too much like a sphinx ><
any suggestions?

Update: MK2

Image