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Koda Marshal Fatal Squadron
Joined: August 29, 2002 Posts: 1384
| Posted: 2013-02-16 16:55  
Nicely done!
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-02-17 03:08  
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On 2013-02-16 12:20, YIIMM wrote:
I have two versions saved, one as a single object, the other as 33. They're both geometrically identical though and with the version of Max I'm using you can apply a UV unwrap on multiple objects, so it makes little difference.
Fixed a few texture errors I'd noticed and added bit more illumination.
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Cool. I'm just wondering how many maps you're using on that? And what's the map size?
_________________ ... in space, no one can hear you scream.....
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2013-02-17 04:42  
One .psd file with separate layers for diffuse, specularity, bump, light and alpha.
The file's 4096x4096 which isn't massively efficient but I wanted more leeway in texturing as I hadn't done any in a while. If I've remembered right it's 16x the size of the in-game maps
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On 2013-02-16 14:37, Talien wrote:
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On 2013-02-16 12:05, Fattierob wrote:
Whenever I look at it, I imagine it as an ICC Battlestar or something. Looks awesome though
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I was thinking that it'd look better on it's side myself. Not exactly a conventional design but hey, if it works.....
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Given stations in the game are more or less rotationally symmetrical and organised vertically, my guess is it would make most sense for their normal forward motion to be "upwards", at least for FTL jumps, which would minimise shear stress from acceleration. However, with the way the game mechanics work and with stations meant to fire in 360 degree arcs I don't know how you'd be able to show this in-game without it looking weird.
As for it looking like a battlestar, I don't see it myself but I do concede it has more than a passing resemblance to a ship from the same universe
[ This Message was edited by: YIIMM on 2013-02-17 07:03 ]
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-02-17 20:54  
Whoa! A 4096 map.
That's a lotta pixels.
That would mean you map all those 33 separate pieces on the same UV, yes?
An alternate technique with separate elements involves mapping each piece on their own 512x512 map, before you attach them together. Each 512 map will be smaller, but you will be loading multiple maps.
I keep the texture, normals, illums and alpha maps flattened on separate files.
[ This Message was edited by: Kenny_Naboo on 2013-02-17 20:54 ]
_________________ ... in space, no one can hear you scream.....
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2013-02-18 07:14  
Yeah, what I do is map each object separately, then, when applying the UV unwrap to the whole model, place them all together. That way you can scale the UVs of the different objects to make sure they're in proportion to their size in the model.
This is the first time I'd tried using a .psd for texturing but it's actually pretty nifty as it lets you tweak several layers without having to open different files. Max can also read them and you can choose which layer you want to affect your channel.
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2013-02-22 12:39  
Just about to start texturing this one:
UGTO ST-208 / ST-209 Heavy transport
A successor design to the mainstay union transport. Designed to be capable of atmospheric operations including landing, the lower bow armour panels are in fact clamshell doors that hinge open to reveal the primary loading bay. Two additional, secondary bays are located on the port and starboard and can accommodate a small number of shuttles. The ship is designed to double as a makeshift pocket carrier for backwater systems.
While incapable of aerodynamic flight in a typical Earth-like atmosphere without the aid of vertical thrusters, the horizontal and vertical stabilisers in the tail are invaluable when moving at speed.
[ This Message was edited by: YIIMM on 2013-02-22 12:39 ]
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-02-23 15:37  
Hire this guy for the ship designs immediately! at least thats my reaction. Keep on keeping on!
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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2013-02-23 19:59  
More or less done.
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Doran Chief Marshal Galactic Navy
Joined: March 29, 2003 Posts: 4032 From: The Gideon Unit
| Posted: 2013-02-23 20:19  
boeing called, they want their front end back
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Sheraton*XO* Chief Marshal Faster than Light
Joined: January 18, 2013 Posts: 482 From: Keel Mountains
| Posted: 2013-02-23 21:21  
Also. They want to know why your ship keeps bursting into flames for no reason YIIMM!!!!
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Twilit Keel Mountains traversed at last we met a dragon who spoke thus: \"Sheraton am I who interprets the signs.\"
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Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2013-02-24 05:58  
If you know ZBrush, you can literally copy screenshots of DS ships and "rub" the textures onto the ships through the Spotlight feature. Then, if the poly is too high, use the Decimation add-on and it will take the poly down but it keeps the textures and details better than anything else I have used so far.
Nice concepts, though I dont like the Goodyear blimpy thingy myself.
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Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2013-02-24 06:46  
Love your texture jobs.
We should add wear/dirt maps to DS ships. Great idea!
_________________ ... in space, no one can hear you scream.....
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YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2013-02-24 06:52  
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On 2013-02-24 05:58, Azreal wrote:
If you know ZBrush, you can literally copy screenshots of DS ships and "rub" the textures onto the ships through the Spotlight feature. Then, if the poly is too high, use the Decimation add-on and it will take the poly down but it keeps the textures and details better than anything else I have used so far.
Nice concepts, though I dont like the Goodyear blimpy thingy myself.
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I'd never considered using any sort of sculpting apps but, thinking about it now, it'd probably work well for creating normal maps and also new models for K'luth and MI.
I've just looked up a video of spotlight texturing, looks like 10x less of a pain than UV mapping!
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DiepLuc Chief Marshal
Joined: March 23, 2010 Posts: 1187
| Posted: 2013-02-24 08:58  
We've found a new designer!
YIMMM, please spend your freetime for DS... Perhaps Palestar may love to cover your nick in blue colour.
Incredibly astonishing to me!
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Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2013-02-24 14:23  
The transport looks almost like a spacegoing dirigible, though that's not a bad thing since they actually are much more efficient at carrying cargo than standard aircraft. It just says "Hi. I carry stuff."
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