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Arm solar remodel

Posted: 24 Nov 2006, 17:04
by Zenka
It's not that the current salar's model is bad. It's the texture that annoyes me. It's becouse there is a square texture used for a non square serface, thus deforming it.
Image
(ps: I've fixed the healthbar misplacement)
On the left my new. I also have a model where the cells are really modeled, but that added a rough 3000 triangels. Far to hight for a unit as globally used as the solar.

Anyway, tell me that you think.

Posted: 24 Nov 2006, 17:15
by Wolf-In-Exile
Darken the solar panels, they're too bright blue. :-)

Posted: 24 Nov 2006, 17:33
by rattle
And replace those metal textures... is it just me or do they look distorted? could be the reflection though.

Posted: 24 Nov 2006, 18:19
by VonGratz
Wolf-In-Exile wrote:Darken the solar panels, they're too bright blue. :-)
That means darker = more light absortion (= more energy production).Black or very dark green were the ideal colors.
VonGratz :wink:

Posted: 24 Nov 2006, 20:41
by MR.D
Alot of these Mis-alligned textures annoy the hell out of me too, I'm glad sombody is taking the time to redo some of these.

Only problem is that there is no effieicnt way to make all these textures while saving space.

Everything that is modeled in TA uses a tileset, so you can't put those tiled textures on most surfaces without distortions.

Although it might be a good idea to use the TA color Palette, so you get a more authentic set when you redo those textures. It will make things easier, then later after the texture is done bump the color depth back up to normal.

Posted: 24 Nov 2006, 22:05
by rattle
Hmm isn't the remodel supposed to make it free of IP? :?

Posted: 24 Nov 2006, 23:07
by Zenka
rattle wrote:Hmm isn't the remodel supposed to make it free of IP? :?
Indeed, I make my own textures to releave us from OTA content.
Caydr had once the idea to make our own set ov textures, as a sort of tile set.

Posted: 24 Nov 2006, 23:18
by rattle
I'm only mentioning it because I think it has to look different as well then... got nothing against the model nor the skin (besides the distortment and solar panels).

Posted: 25 Nov 2006, 12:25
by Icebird
does it use uvmapping ?

I think the cells look strange, they're like .. legos
I think a texture of that kind would look cool

Posted: 25 Nov 2006, 13:02
by Neddie
If you wish I will start a Solar Panel texture contest.

Posted: 25 Nov 2006, 13:31
by aGorm
Of course if he just release it, people could fiddle with teh etxture and post here and we can chose what is teh best texture fo it. (Im asssuming this is a s3o with UV mapping right? Hence the lack of distortion?)

It looks good! Just a few texture things that maybe need touching.

aGorm

Posted: 25 Nov 2006, 14:21
by SwiftSpear
neddiedrow wrote:If you wish I will start a Solar Panel texture contest.
ya, lets to a solar panel type energy structure contest. This time require a texture as well as just a model. If our modelers aren't UV mapping and texturing at all yet they really should be learning.

[edit] or even a generic energy production unit structure contest...

Posted: 25 Nov 2006, 16:09
by Zenka
Indeed it's a s3o unit with UV-map.
Feel free to knock yourself out!

http://lassie.student.utwente.nl/vliet/ ... 0v0.1B.rar

Posted: 25 Nov 2006, 23:11
by aGorm
.... goes in to texture mode...

aGorm

Posted: 26 Nov 2006, 18:08
by aGorm
Image

Well I had a go... here are the textures.

http://www.onebob.co.uk/darren/springma ... extures.7z

The 2nd texture isn't perfect as I dont realy understand how it works... I just butchered the original!

(PS, if someone can try them in game (I don't know how to fudge them into it temporaralie... :? ) and take a screen shot of them closed and open that would be cool)

aGorm

Posted: 26 Nov 2006, 20:26
by Zenka
Image
looks OK! I've adjusted the 2nd texture to fit yours. It might be a little to reflecting though.

Posted: 26 Nov 2006, 23:14
by rattle
The team color... :?

Try using a gray of 144 on it (or 112, depends on PS/GIMP settings), I had good experience with that before... not too washed out and was slightly stronger.

Posted: 27 Nov 2006, 07:42
by MR.D
What about something like this.
I put this together tonight, I had some time to fiddle around.
This is maybe the step farther that you want to take, to keep away from any Cavedog IP.

Its similar in style to the ARM solar, so its recognisable, but its completely different at the same time.

196 poly.

*Model + textures*
http://mrd.str8-6.com/files/Arm_solar_MrD.zip

*Contents of zip*

solar3.max (3ds-max5 model)
armsolar.3DS (universal .3ds format model)
solar_uv.bmp (UV texture map, made by me)
1.jpg (render)
2.jpg (render)


*Short Animation movie*
http://mrd.str8-6.com/files/Arm_Solar_anim.zip

Image
Image

Sorry for Hijacking your thread, just wanted to give you some ideas.

Posted: 27 Nov 2006, 08:04
by LathanStanley
I like it D, the textures could use a small amout of tweaking... (namely the actual solar cells)

but yeah, one problem.

Where to put the team colors? (when they are open, you can't see any) :| maybe the top of it like the OTA one, maybe something else creative, I dunno..

Posted: 27 Nov 2006, 08:05
by MR.D
Could always shade some of the solar cells with teamcolor :-)

Or just blank out the top row of panels on the inner cone with grey texture, put the teamcolor there too.

Its pretty open to changes.