TobiWahn_Kenobi

TobiWahn_Kenobi

Joined Member # 3293698
2 Posts 58 Replies 2,638 Reputation

Thanks Fileosoft, will take a look at it when I'm home! The box projection unfolding of conema4d has some issues, but it's the easiest way. I will try to correct this. I was taking a look at you UV and you have some odditis as well, but your pieces are all correctly unfold and therefore have the right proportions. But you have some inconsistencies and overlapping parts as well as some duplicate sides which would be better off if overlayed. Well, noone is perfect, but I hope I wil le

5,473 Replies 14,252,148 Views

@SteinerX Explorer is in you dropbox. You will have the choice between my UV optimisations and Fileosofts/koobalts If you choose mine, the model has a few more triangles (200 or so) because Fileosoft made optimisations I did not. If he could correct the obj's and make an mtl for you that would be great (should you choose my version) I'm fine with whatever choice you make. Hope to be able to supply you with the mesh files on wednesday. Cheers <a href=

5,473 Replies 14,252,148 Views

Thanks Fileosoft! I only wish I had your UV and Seg for the explorer sooner. I'm now about 80% finished on the uv and optimisation and will finish it this week. I'm not sure which one will be easier to texture but we will see. I will give SteinerX the choice which version to texture, after all he has to work with it. As for teamwork, yes, thats one of the things I appreciate most here!

5,473 Replies 14,252,148 Views

Wonderful, thanks fileosoft! @koobalt Another question/request. As Fileosoft pointed out to me, he is doing the segmenting while modelin (sort of) so as to copy the segmentation when he duplicates a part for reuse (for example on the same model). Could you do the segmentation of the G'Quan Cruiser? It would e more easy to do it before the smoothing (and if possible before triangulation) and than adjust, because you then have less polys to work with. Your mode

5,473 Replies 14,252,148 Views

First, thanks for all the support. Yes, the images would make a great skybox. @SteinerX Thanks for the videos, it's nice to see these clips!! @koobalt I like the second version more, but you seem to have some errors in the mesh, mainly on the edge of the ship (front, side and rear edge). Perhaps Fileosoft can give you a hand. I hope you can sort this out because the model looks awesome! @Fileosoft Yes, the rotating section is just a particle which is fix

5,473 Replies 14,252,148 Views

[quote who="koobalt" reply="858" id="2492592"]here is it: http://www.mediafire.com/?zmanivmkiqq tell me what you think, i don't know maybe it should be a little longer?? Still WIP[/quote] I would make the elliptic part a bit less tall (ie. closer to the hull) and the centre part of the elliptic part a bitt less big. Other than that, a wonderful model! Thanks! PS: You only used 4.x K so far. I would recommend

5,473 Replies 14,252,148 Views

[quote who="SteinerX" reply="865" id="2493132"] Message from File'o'soft: ... Now, i will work on a model for the Star War Empire mod from Scratch... once the texturing is almost done on the numerous model that you have already, contact me and i will finish the UV optimisation of the Sharlin, so you will not remain without work... About the model i work on for Scratch, i have a technical question... and since you are the expert in rotating pieces

5,473 Replies 14,252,148 Views

[quote]OK. So this mod looked awesome. But I seriously would like some questions answered. What's with the insanely expensive ships?!?!?! And 1% maximum shield mitigations. And 14000 hull points taken down in less than a pinutes by a couple of light frigates. And the research. And the cruisers. I am sorry, but this mod is in its current state a failure in my eyes. I know games are supposed to be realistic, but I don't think that's ever been the point of Sins of a Solar Empire or an

5,473 Replies 14,252,148 Views

As I've played a bit around with it but could not get anything usefull to work: Is there anyone who has any experience working with HLSL shaders and sins? I found some HLSL shader improvements that could make the white artifact problem go away as well as examples on using relief mapping with shadows, but I could not get any of it to work (not even parallax mapping) because I do not have the required experience in matrix transformations (world to tangent to viewpoint corrections and su

5,473 Replies 14,252,148 Views

[quote]Now that i think... Are you sure that you wish one with rotating and one without... it will lead to two different UV... i think that it is better make it ready for rotating and save to 3 different object... one with the rotating part, one with the fixed part and one with the rotating and fixed part combined... so, the segmenting, UV and texture will be identical for both version...[/quote] I agree! Thanks. If you could optimise it I would be very glad! as for the

5,473 Replies 14,252,148 Views