Just sent it to both of you. Have fun [e digicons]:D[/e]
Timmaigh
[quote who="TobiWahn_Kenobi" reply="2282" id="2901912"]@Timmaigh Vorchan UV is 50 percent finished. Will send it to you once completed. And even if you just used a existing texture as a base, your texturing job was excellent! [/quote] Splendid. Looking forward to it. If my texturing job was excellent, you wouldnt have to reUV it [e digicons]:D[/e] ...but thanks anyway, next time i will learn from my mistakes and UV it properly. I do no
[quote who="HawkWall" reply="2276" id="2901605"] So you just used the warp/bend thing? And yes i would very much like to use the vorchan texture on the model. It is very very well done! To tell the truth, i thought it was from some original babylon 5 model. [/quote] Hehe thanks, i made the texture from the scratch, but it was nothing complicated as i had the FXPANELS texture as background and just bent and recolored it. Otherwise m
[quote who="HawkWall" reply="2271" id="2901113"]Yay! More people are always welcome! Does anyone know if there's any program in which i could see how all the textures look like on the actual model? It would be a lot easier to do them if i'd know how they'd appear in game... I would also like to know how Timmaigh bent the Vorchan's wing texture that way and should i put a metal texture on the ship, like on the Vorchan? [/quote] </
[quote who="TobiWahn_Kenobi" reply="2249" id="2899247"]@HawkWall Don't. We are all no professionals (game developres that is). With every mistake one gets better and I definitely want to have a look at your Liati! Please!! For reference http://www.star-ranger.com/images/ACTAcentauriLiati.jpg[/quote] Exactly, do not let some initial mistakes stop you, its part of the learning process. Not to mention, it is always good to have some additional skills, you w
I want Vasari Titan to have only one purpose/ one weapon...to be planetkiller [e digicons]:cylon:[/e] I am not sure how would it be useful in the game, as most of the times you want to suck the planet resources with the Egg, but it would be certainly cool. I can see it as glorified Siege Frigate, you would use it to kill badly protected enemy planets with the difference, it would kill the planet in one single instant blow. So if enemy defence wont be up from the m
I hope the game will be released in the boxed version as well.
[quote who="TobiWahn_Kenobi" reply="2237" id="2898023"]@Timmaigh While most engines can cope with holes in a mesh, in sins we should only use closed meshes because haveing hole can have weird effects of faces disappearing or having the wrong orientation. I think this is mostly due to the convertXSI.exe but i have no other way to check. Having a solid mesh is the best way so this is how we do our models. SO: Holes=Bad[/quote] Ok, that is good to know. Thanks for t
I think those pipes do not have more than 8 sides, but they are not just regular cylinders, thats why i needed them to model using lofting, as i needed to create elbow fittings (i needed to google this, funny thing in my language we call it not elbow, but knee) on the pipes, and that is where it started to become more polygon-heavy... good thing now is i did not attached all the objects into one mesh, so i can apply modifiers only to those parts i need, bad thing is i already collapse
[quote who="TobiWahn_Kenobi" reply="2232" id="2897665"]@Timmaigh Model looks very good, but 37k is a bit much. We aim for a my of 15k per model (+-1k). You can send me the model though and I can take a look at it and see if I can shave off a few polies. Vorchan will take some time due to illness but I'm working on it.[/quote] Ok, i will send it to you. The thing is, it was on cca 17k faces, but after i applied the triangulation, it jump
How many triangles per starbase? I just triangulated the starbase and it went up to 37k faces. There is quite a lot of pipes on the model, if i want it to be precisely like on the show. final model btw i found today some nice screens of balvarian carrier and octurion batttleship from the X3 mod, so i these will be my next models, if i manage to beat the l
I want TEH PLANETKILLERZ!!!!! And show us some screens, this thread is useless without screens [e digicons]XD[/e]
[quote who="TobiWahn_Kenobi" reply="2227" id="2896533"]@Hawkwall the numbers are the date of production As for the hardpoints, engines and stuff (we cannot use turrets, just static meshes), thats done by me in XSI. If you want to assist in modelling, UV and texturing, we welcome you to yet another job [/quote] So Primus is 2195 and Vorchan 2160? I remember they said at some point during the show the Primuses were 80 years old, but
[quote who="HawkWall" reply="2223" id="2896378"]Sorry to ask, but is there any info on what Centauri models are being worked on at the moment? Or the ships they're planned to have? I thought i saw some list on what ships the different races were going to have in the final version, but i don't find it anywhere.[/quote] Obviously i have no idea, what are Zvezdochets et al working on right now, but for my part there is this little thing with fixing Vo
After all those years they could already come with something more intuitive and less annyoing... [e digicons]:)[/e]
[quote who="ZombiesRus5" reply="2218" id="2895987"] I understand what you mean about the textures though and uv-mapping process. I'm looking at some ways to improve my own process but I'm not really into uv-mapping other peoples work .[/quote] Too bad [e digicons]:D[/e]
Yeah, 1mm is still on the big side, but this is definitely much more useful, compared to 1cm stuff. And i can see in year or 2 making it again 10x smaller....how big is the average cell by the way? I suppose this varies, but i wonder how small will need the nanobot to be to kill the cells on the cell level, i mean not just bigger agregates of cells, but target and kill single cell? Anyway this would probably require tracking method with such precision/resolution at first... The grey g
[quote who="ZombiesRus5" reply="2212" id="2895914"]I did not send a texture with AO applied as I figured Tobiwan would want to use his process if the texture map would work for him.[/quote] Ah that explains everything. I sent Tobi the files. I would say it looks great on the last pic, and suprisingly the quality of the texture does not look to suffer with your texture compared to original texture, as the parts have now less pixels @Tobi Wahn: Yes, i remember now, back
@ZombieRus5: I got your files, thank you. Finally i get what you had in mind. It looks good, but somehow on max it does not look so good as on your last screenshot. Need to play around with it bit more. Anyway it is now up on Tobi to decide, whether this is good enough for him or not. It probably needs to be tried ingame. @TobiWahn: I will forward the files to your mail to look at them. I am sorry to hear youre sick, get well soon. EDIT: @Zombie
This is brilliant news indeed. Just hope they keep up the good work and introduce these things into practical medicine as soon as possible. It has potential to save many, many lives.
[quote who="HawkWall" reply="2206" id="2895823"]It would seem to me that 1 texture is not enough if you're planning to fit all those bits there without any of them overlapping..[/quote] It certainly seems to be the case to me as well, but maybe it is not that bad. Anyway i suspect the most sensible choice will be re-UV it from ground up, rather than meddle with the existing UV coordinates
[quote who="ZombiesRus5"] Send the texture and model to me if you want and I can try baking your non-optimized uv-map and texture onto a uv-map that will work for AO. My UV-map will be generated though, unless you want to build a standalone uv-map yourself and I can still try baking the texture.[/quote] So it is possible to do it, even if the UV parts overlay? How? PM me your email address please EDIT: Oh, i got it, i think. You pl
Oh, christ on bike... this is pretty bad [e digicons]:D[/e] Thanks for the explanation, i get it now. Obviously i did not consider your AO map, when i UV mapped the vorchan. The thing is, i created the map first and then "fit" it onto the model, did not use your way of exporting the UV coordinates map from modelling soft and make texture based on this. Apparently it was a mistake. I can re-UV it now, but its going to be helluva lot of work. [e digicons]8C[/e]
[quote who="TobiWahn_Kenobi" reply="2197" id="2895420"]@Timmaigh Wonderful!! Looking forward to this. Just one thing, please don't overlay pieces on the UV map (only those that overlay pixelperfect!) so I can make an AO layer for this beautiful piece! Thanks for supporting us and having such a fable for Centauri! [/quote] Thanks, i promised this long time ago, but was somehow unable to put my "shit" together until today :D You know it, when you do with 3ds
Centauri Starbase WIP hope its was not already made by someone else, have not checked the SOTYR blogsite recently i have to do it using those 2 pics you see, cause there are no blueprints... therefore i do not guarantee precision of the model, it is pretty bad when you have to guess the proportions... and there are differences betwwen those 2 pics i have <img src="http://i260.photobucket.com/albums/ii21/dusanko/Timmy/centauristarbaseWIP.jpg" alt="centauri base" w