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Weird Capship Fighter Thingy...
http://www.starsonata.com/forum/viewtopic.php?f=94&t=50820
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Author:  thecrazygamemaster [ Wed Mar 14, 2012 6:49 pm ]
Post subject:  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!)

Author:  thecrazygamemaster [ Fri Mar 16, 2012 3:42 pm ]
Post subject:  Re: Weird Capship Fighter Thingy...

Finished the model. Reduced down to 772 polygons, UVW unwrapped. Added new version to main post.

Author:  thecrazygamemaster [ Sun Mar 18, 2012 6:59 pm ]
Post subject:  Re: Weird Capship Fighter Thingy...

BUMP

Author:  biggee531 [ Sun Mar 18, 2012 7:19 pm ]
Post subject:  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.

Author:  thecrazygamemaster [ Sun Mar 18, 2012 11:46 pm ]
Post subject:  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.

Author:  biggee531 [ Mon Mar 19, 2012 12:13 am ]
Post subject:  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.

Author:  thecrazygamemaster [ Mon Mar 19, 2012 12:58 am ]
Post subject:  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.

Author:  Camsy [ Tue May 01, 2012 12:30 am ]
Post subject:  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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