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Argh

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121

Wednesday, July 27th 2005, 2:56am

That dreadnought´s a neat design, but (just at a glance) I´d say that it´s maybe 7K polys already o_0 Texturing it would be less painful than many here have suggested, but only if it was sectioned by hand- you´re going to have a lot´ve the upper/lower surfaces that are going to need to use spheremapping to unroll the verts properly... that said, I´d probably do each major part with a planar map or three and very carefully set it up... and relax the edge verts so that the distortion isn´t <i>too </i> obvious. On the whole, it´s a very beautiful form, but I´m not sure it´s optimized very well, and it´s going to require a great deal of skill to texture well... The station... well, personally, I´d weld the rounded edges and see if they´d look all right, and then go from there. MS3D´s 3D preview is actually a fairly good gauge as to how welding´s going to turn out in the FL game engine imho, but those angles look sharp enough it´s probably going to be pretty iffy, and you´re going to end up with some issues there. Also, the station pretty much begs for some very carefully-contructed glowmaps to make it really work. DDS DXT3 textures can work surprisingly well for this, because if you work carefully with the base texture/s you can make the alpha channel for the glow work... by making the alpha very, very simplistic. If you try using 16-bit alphas you will be sorely disappointed... and I´m not even going to start talking about what I think of using a gigantic TGA for this kind´ve thing <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>
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nighthawk

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122

Wednesday, July 27th 2005, 4:34am

hmm dds maps, i have never used dds i always tga but split the mapping into lots of little bits, i hail from the old days when a 256 x 256 tga was the typical map style and size, so typically my shipd have anything upto 7 textures per ships, for the glows i always try and use optical effects to create a glow look, maybe its time i started looking at dds file i dont know
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Argh

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123

Wednesday, July 27th 2005, 4:47am

Using DDS can cut down your file sizes and memory usage by 75% or more <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>
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nighthawk

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124

Wednesday, July 27th 2005, 5:23am

whats the best programs for converting tga´s to dds files then? i use paintshop pro most of the time but not sure that handles dds files <img src=smilies/icon_smile_sad.gif width=15 height=15 border=0 align=middle>
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Argh

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125

Wednesday, July 27th 2005, 10:28am

There´s a PS plugin... goto nVidia´s website and download the latest version. It should work with PSP or any other paint program that´s compatible with PS filters.
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126

Wednesday, July 27th 2005, 11:12am

@Cold_Void: Actually I assembled the max build pieces in milkshape and fully optimized, the image is partially optimized, full is for the completed detailing, it is only about 6,000 pollies and is very well formed and detailed. So it will fly considering
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127

Wednesday, July 27th 2005, 11:15am

@Argh: Great ideas but unfortunately skinning is not my forte, i can build and detail likeno one´s business, but skinning still if fights me. Though any advice is much appreciated, i will research more into skinning and see what i can do. the dreadnought
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parabolix

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128

Thursday, July 28th 2005, 8:02am

imperatodd et al, when a moderator requests you change the pictures to links as Harrier did, especially when it is in the initial post of the thread, please listen and change them. Large images clog up a page and make loading time longer for our friends on dialup. I´ll change them for you this time but next time please post links instead of images. edit: there, most of the images have been changed to links or thumbnails, please do this in the future, i can guarantee you noone wants to spend their time changing your posts. Edited by - parabolix on 7/28/2005 7:40:36 AM

PantherX

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129

Thursday, July 28th 2005, 4:54pm

Here is the format for clickable thumbnails (example shown below) which I think is the best option. <img src=´http://img51.imageshack.us/img51/285/urlimagecopy5se.jpg ´> <A href=´http://img159.imageshack.us/my.php?image=shiphull4nj.jpg´ Target=_Blank><img src=´http://img159.imageshack.us/img159/3861/shiphull4nj.th.jpg ´></a> For those that use <A href=´http://imageshack.us´ Target=_Blank><img src=´http://imageshack.us/img/iss1.png ´></a> this code is generated for you automatically whenever you upload a picture. All you need to do is copy and paste <img src=smilies/icon_smile_wink.gif width=15 height=15 border=0 align=middle>. <img src=´http://216.77.188.54/coDataImages/p/Groups/156/156352/folders/133125/1025235PantherX-new3.jpg ´> Edited by - PantherX on 7/28/2005 6:13:11 PM
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Leonhart

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130

Sunday, July 31st 2005, 12:59pm

here is my current WIP. Its <A href=´http://www.halifax.it/best/zoe2/img/scr/anubis1.jpg´ Target=_Blank>Orbital Frame Anubis</a> from Zone Of the Enders: The 2nd Runner (a PS2 game) I got all the main weapons done so far, missiles, gun and the special attack (torp) I am currently working on 0-Shift. Which is basicaly a worp jump at sublight speeds. I got horizontal 0-Shift done just got to fix forward/back and vertical (anyone got a link to a tutorial for vertical strafe??) anyways here is the model pic: <A href=´http://img235.imageshack.us/my.php?image=screen1112lq.jpg´ Target=_Blank><img src=´http://img235.imageshack.us/img235/1245/screen1112lq.th.jpg ´></a> Edited by - Leonhart on 7/31/2005 12:01:57 PM
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131

Wednesday, August 3rd 2005, 5:14pm

What do you all think of my new and still under construction farcape, andromeda, cetacean inspired ship? It is a little rough but nearly done, but I am almost happy with it. <A href=´http://img192.imageshack.us/my.php?image=rggc01edited0zk.jpg´ Target=_Blank><img src=´http://img192.imageshack.us/img192/4420/rggc01edited0zk.th.jpg ´></a> <A href=´http://img192.imageshack.us/my.php?image=rggc06edited3rl.jpg´ Target=_Blank><img src=´http://img192.imageshack.us/img192/8340/rggc06edited3rl.th.jpg ´></a> <A href=´http://img192.imageshack.us/my.php?image=rggc08edited6sl.jpg´ Target=_Blank><img src=´http://img192.imageshack.us/img192/8933/rggc08edited6sl.th.jpg ´></a> <A href=´http://img192.imageshack.us/my.php?image=rggc04edited7ab.jpg´ Target=_Blank><img src=´http://img192.imageshack.us/img192/6039/rggc04edited7ab.th.jpg ´></a> Edited by - ImperaTodd on 8/3/2005 4:36:22 PM
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Cold_Void

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132

Wednesday, August 3rd 2005, 9:36pm

very nice but rough like you said <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> rough drafting the maps on the gunstar: <A href=´http://img294.imageshack.us/img294/5428/3dfront4ls.jpg´ Target=_Blank>front</a> <A href=´http://img312.imageshack.us/img312/8176/3dback8qb.jpg´ Target=_Blank>back</a> <A href=´http://img312.imageshack.us/img312/8140/3dright0pv.jpg´ Target=_Blank>side</a> <A href=´http://img312.imageshack.us/img312/8333/3dbottom4kx.jpg´ Target=_Blank>bottom</a> <A href=´http://img312.imageshack.us/img312/992/3dtop7lu.jpg´ Target=_Blank>top</a> Edited by - Cold_Void on 8/3/2005 8:39:35 PM
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133

Thursday, August 4th 2005, 12:11pm

@Cold-Void, your gunstar seems to be at a good start but a little more symetry would do wonders for . but not bad at all.
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Cold_Void

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134

Thursday, August 4th 2005, 6:57pm

i don´t know how it could get more symetrical - the whole ship excluding the fuselage consists of 1 quarter duplicated &amp; mirrored three times <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle> i´m working toward accuracy to the original ship as seen in the Last Starfighter so i´m not going to consider adding any extras <img src=smilies/icon_smile_big.gif width=15 height=15 border=0 align=middle> Edited by - Cold_Void on 8/4/2005 5:58:54 PM
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harrier

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135

Friday, August 5th 2005, 4:42am

I´m with you Cold_Void.. the model is reasonably low poly and pretty accurate..at least we are seeing a progression to textured models that are not ridiculous on the polycounts, mesh´s.. meh.. texturing is the important thing to add realism, nice job IMHO so far.. Harrier
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Cold_Void

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136

Friday, August 5th 2005, 8:28pm

yeah,i´m still disappointed with its mapping tho the texture is definitely getting better - i´m thinking i should export each part to obj then uvmap and reimport, as i think it should be easier to map the hard parts this way individually - this isn´t critical on most of the ship but the fuselage and engines are completely circular and therefore impossible to unwrap nicely in milkshape. i also have the dilemma of how to map the xy-thruster housings on the engines,because they have two LODs, one which is a simple 90 degree wrap and the other which has had a hole made in the center to allow the thruster nozzles to show depth - most of the other LOD optimizations are just pop-on parts that i may eliminate depending on how (bad) they look in action LOD poly counts:0:3900 approx, 1:2500 approx, 2:2000 approx, lod 3 planned, should be as low as 1000-1500
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harrier

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137

Friday, August 5th 2005, 11:08pm

Cold_Void, Yeah milkshape does not do a good job of mapping cylindrical objects, however Lithium Nnwrap and UV Mapper Classic do.. lithium unwrap even supports .ms3d file format and has a a very good cylindrical mapping feature, you can open an .ms3d file in it, map it and save it as .ms3d with mapping intact, thereby cutting down on the chances of error.. Admittedly these programs seem a bit complicated but once you get used to using them, they can help allow you to maximise the level of detail and still keep .mat file sizes (relatively) small. Lithium Unwrap is available free.. I have a link to it somewhere but try to google it if you are interested. If that fails let me know and i´ll dig it out and pass it on. Harrier
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Cold_Void

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138

Friday, August 5th 2005, 11:56pm

thanks for the tip its definitely superior to milkshapes texture coord editor, for reference its latest incarnation is called LithUnwrap 1.3
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Opinion-King

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139

Saturday, August 6th 2005, 3:09pm

@cold-void dude what you think is good needs some work...you called the moya thing above your post rough then what is that starfighter, garbage. @imperatodd less pollies, more restraint for Fl other wise not too bad.
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Cold_Void

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140

Sunday, August 7th 2005, 12:59pm

<img src=smilies/icon_smile_angry.gif width=15 height=15 border=0 align=middle> well thats your opinion, and you know what they say about opinions - i would appreciate it if you wouldn´t call my work, or anyone elses garbage <img src=smilies/icon_smile_disapprove.gif width=15 height=15 border=0 align=middle> - this thread has been set aflame before and i´m sure none of us would like to see that again so please try to be more diplomatic when you don´t like a model. as to agreeing with imperatodd that the moya thing is rough,it is rough(and as i´ve said, i like it) - the area i was concerned with was the engine nacelles where faces are intersecting each other instead of sharing common vertices - this will look rough even after smoothing perhaps you have some models of your own to share? welcome to TLR Edited by - Cold_Void on 8/7/2005 12:10:21 PM
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