Models giveaway
-
Cheers mate. Iām quite fond of it to be honest. Canāt put my finger on a specific feature from it but I just like how it turned up.
-
SolCommand crazy and genius as usually - looks like this ship may used well backwards!
-
Haha, crazy yes but genius is a little bit over the top haha Yup, with only slight modification you can easily make it āworkā backwards
-
It resembles a scorpion I think.
-
Yes, I actually thought about making such a scorpion tail for it but it ābrokeā the smooth lines of the model and I changed my mind.
Now hereās a fighter ship if you guys need one:
http://www.solcommand.com/2013/05/mak-fighter.html -
Sol, youāre work is getting so detailed that youāll have to start designing your ships with animation in mind, folding wings and pop up weapons etc.
-
Sol, broā¦ you need to learn to texture. Your work is so fabulous, youāre just that one step away from being a truly amazing artist.
Trust me, I used to hate the idea, myself. Eventually I was forced to start, and after a while, I got good at it. I even enjoy it. Do eet. Do eet nao.
-
Hehe Timmy, I have so many models in my mind right now, ready to be made, that I have no time for animations
Sizer, truth be told, the simple thought that I need to learn all the things about how a new software works (in this case Photoshop, cause I never used it) makes me wanna pack my things and go on a spiritual journey on Himalaya or somewhere haha. However, I fully agree that I do NEED to do it at some point. Time will tell.
-
Its reaaaaaaaaaaaaly not that hard, gentlemen. The most annoying part of it is generating good UVs. After that, its a cakewalk, just time spent. Sit down, and just do it. Thatās really all there is to it.
Be epic. Know what, screw it. Schoolās out till late June for me, Iām free for a while. Add me on skype, anubis714. Iāll run a seminar. I can get yaāll up to pro-grade in a day.
-
Have to agree with Sizer. UV mapping is the biggest pain in the butt ever. After that, making a good texture is rather easy.
-
Hehe yeah it is a pain. Although when it comes to models letās say below 5k polys it is quite fun to unwrap the UVs, but when it comes to models 30k and more I start looking at the blue sky and wishing I had a different life on this earth
-
Well it took me a total of 1.5 hours to texture the Mjolnir, most of the time was spent picking the right texture, thats what 89k polys? As long as u keep the part separate it usually is pretty easy. Most of my time working on your models has been reassigning polys to a specific texture then using various UV mapping on them. Its not hard though, just time consuming. I also recently did a one called Uberport, most of the mapping time was spent pulling the windows out of the model so the interior could be seen in-game (one of your 2009 starports btw). A tip, leave ur model in parts, it helps when UV mapping them.
-
Oh and use FBX, so much better for max users.
-
Yes LS but thatās as easy only when doing a āgeneralā texture where usually an automatic uv unwrap solves the problem but if you want to make a proper texture, youāll need a proper uv layout, arranged manually so that it is easy to paint and also not to have problems when making normal maps, having it look clean and not cluttered and stuff like that.
If I were to release all my models with a default kind of texture it would only take me minutes to texture them but I donāt want to do that, cause I either map the UVs the proper way or I donāt do it at all.
Making a good and clean uv unwrap is pretty time consuming but I can do it if I want to (afterall I did it so many times before), so thatās not the actual problem. Main issue is that I donāt like doing āgeneralā textures and at the moment I also lack the skills to make ārealisticā looking hull textures, they always end up looking more like plastic than metal so I prefer not to waste my time making textures that might not even be used by a dev for their mod or game in their original form made by me. Most modders here have the know-how to make textures so that means that even if my model will be used in 2 different projects it will look different because it was textured by 2 people with different tastes and variation is always a good thing. -
Most modders DONāT have the know how to make proper textures. Of all the skills in the general modding community, texture artists are the second most scarce, behind proper high-level programmers.
Iām telling you, you sound just like me about 3 years ago. āI can do it, but I donāt want to.ā
Whatās really happening here is that you arenāt satisfied with what you can do (youāve said as much), therefore you donāt like doing itā¦ therefore you wonāt get better at it. Making a metallic texture isnāt hard, it just takes a few tricks. Theyāre stupid obvious, but easy to overlook. I am going to keep harassing you till you try. Someone did the same for me, and I hated him a bit, but it was worth it.
-
Hehe then you can keep trying mate but it isnāt going to happen any time soon Besides, why even try this hard to get better at this thing when I have no future plans in this line of work. I plan to take things one day at a time, whatever happens happens, thatās one thing I learned from my recent motorcycle accident where Iām still amazed I actually escaped rather ok.
-
Automatic UV doesnāt work for me especially when working with your older models (no UV at all). I just tend to like customized UV for the models which points out your āevery modder has a preferenceā statement. Most of your textured models are unaltered but if they arenāt, I texture them to my own preference. Hehe guess Iām used to it since Furball never textures his models anymore, itās a non-issue to me. Just keep creating great models and I will keep UV mapping them accordingly.
When you do texture them like he said, usually the modders will keep those textures intact, even I doā¦