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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Weird Capship Fighter Thingy...
I've been redesigning it recently and have a 600poly version (minus the dick bridge thingy) with cannons. I have to finish some stuff on it but will upload it soon.

(go super-descriptive post!)

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Wed Mar 14, 2012 6:49 pm
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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Weird Capship Fighter Thingy...
Finished the model. Reduced down to 772 polygons, UVW unwrapped. Added new version to main post.

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Fri Mar 16, 2012 3:42 pm
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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Weird Capship Fighter Thingy...
BUMP

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Sun Mar 18, 2012 6:59 pm
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Team: Strawberry Pancakes
Main: Biggee
Level: 2163
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Joined: Sun Mar 26, 2006 8:29 am
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Post Re: Weird Capship Fighter Thingy...
You see on the UV map how about 90% of the polys aren't closed off or connected at all? That is not okay. That basically means you have a lot of extra polys that are unconnected that are intersecting with each other at weird angles throughout the entire model.

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Sodomy wrote:
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anilv wrote:
Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.

Bonecrusher wrote:
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Sun Mar 18, 2012 7:19 pm
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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Weird Capship Fighter Thingy...
biggee531 wrote:
You see on the UV map how about 90% of the polys aren't closed off or connected at all? That is not okay. That basically means you have a lot of extra polys that are unconnected that are intersecting with each other at weird angles throughout the entire model.

As far as I'm aware, they are all fine. Are you sure you're looking at the right model/map? I literally UVW'd, MANUALLY, every single polygon.

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Sun Mar 18, 2012 11:46 pm
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Team: Strawberry Pancakes
Main: Biggee
Level: 2163
Class: Engineer

Joined: Sun Mar 26, 2006 8:29 am
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Post Re: Weird Capship Fighter Thingy...
thecrazygamemaster wrote:
biggee531 wrote:
You see on the UV map how about 90% of the polys aren't closed off or connected at all? That is not okay. That basically means you have a lot of extra polys that are unconnected that are intersecting with each other at weird angles throughout the entire model.

As far as I'm aware, they are all fine. Are you sure you're looking at the right model/map? I literally UVW'd, MANUALLY, every single polygon.


It's easy to see that you didn't; the UV map is perfectly mirrored across the vertical axis. The gaps might be caused by not exporting border edges as part of the UV map. Also, i'd really recommend how to make an actual UV map, no one in their right mind would want to make a useable texture based off of the one you shared.

_________________
Sodomy wrote:
I will kill what I created.

anilv wrote:
Try again when you have a doctorate in mathematics, grasshopper. I'll be pulling rank until then.

Bonecrusher wrote:
I'm a professional whiner.


Mon Mar 19, 2012 12:13 am
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Team: Psionic Corps
Main: The Crazy Game Maste
Level: 1031
Class: Engineer

Joined: Wed Feb 11, 2009 3:15 am
Location: TARDIS, Time Vortex, Main Universe, Reality, Big Bang 2, Multiverse 1
Post Re: Weird Capship Fighter Thingy...
biggee531 wrote:
thecrazygamemaster wrote:
biggee531 wrote:
You see on the UV map how about 90% of the polys aren't closed off or connected at all? That is not okay. That basically means you have a lot of extra polys that are unconnected that are intersecting with each other at weird angles throughout the entire model.

As far as I'm aware, they are all fine. Are you sure you're looking at the right model/map? I literally UVW'd, MANUALLY, every single polygon.


It's easy to see that you didn't; the UV map is perfectly mirrored across the vertical axis. The gaps might be caused by not exporting border edges as part of the UV map. Also, i'd really recommend how to make an actual UV map, no one in their right mind would want to make a useable texture based off of the one you shared.

You have no idea how difficult it is to make everything simmetrical. I manually did that map, I don't care if you believe otherwise. Not to mention, if you think it was done automatically, well done to me, I emulated a computer.

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JeffL wrote:
Not sure if the quality is really up to snuff, tbh.

JeffL wrote:
Maybe you guys are right. We can leave things how they are for now and get more feedback later.


Mon Mar 19, 2012 12:58 am
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Team: The Forgotten Colonies
Main: PM Me If You Suck
Level: 1996
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Joined: Fri Nov 28, 2008 6:03 pm
Location: Sydney, Australia
Post Re: Weird Capship Fighter Thingy...
Unfotunately biggee has a valid point, it's more than difficult to texture this due to lines missing. I'll try my best but results will be :/ at best.

Edit: So I tried texturing it and putting it ingame, still having troubles with the location of everything and it doesnt look very good but here's what I've done so far. Also you'll notice the ship is flipped up the wrong way, its standing up on its nose, make sure the nose is on the Z axis :P

ReEdit: Deffinately something wrong with the texture, I put it in the game after spending about 30min working on a basic texture idea. When I put it in it looked absolutely horrible, not sure why but its impossible to make out which poly is for which part of the ship.
On the other hand I decided to flip your ship up onto the right axis just incase someone else wants to try texturing.
http://dl.dropbox.com/u/60130296/Tortoise2.obj


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Tue May 01, 2012 12:30 am
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