Models giveaway
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Thanks guys for all the input, it really cleared up a lot of the confusion I had in my mind about these ships.
Now here’s a space station I just made. This one’s a bit high poly compared to the rest of my models (113k triangles) but I sure had a lot of fun making it.
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Today I’ve got a new ship for you
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Cheers mate. I’m quite fond of it to be honest. Can’t put my finger on a specific feature from it but I just like how it turned up.
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SolCommand crazy and genius as usually - looks like this ship may used well backwards!
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Haha, crazy yes but genius is a little bit over the top haha Yup, with only slight modification you can easily make it “work” backwards
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It resembles a scorpion I think.
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Yes, I actually thought about making such a scorpion tail for it but it “broke” the smooth lines of the model and I changed my mind.
Now here’s a fighter ship if you guys need one:
http://www.solcommand.com/2013/05/mak-fighter.html -
Sol, you’re work is getting so detailed that you’ll have to start designing your ships with animation in mind, folding wings and pop up weapons etc.
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Sol, bro… you need to learn to texture. Your work is so fabulous, you’re 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.
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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.
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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. That’s really all there is to it.
Be epic. Know what, screw it. School’s out till late June for me, I’m free for a while. Add me on skype, anubis714. I’ll run a seminar. I can get ya’ll up to pro-grade in a day.
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Have to agree with Sizer. UV mapping is the biggest pain in the butt ever. After that, making a good texture is rather easy.
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Hehe yeah it is a pain. Although when it comes to models let’s 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
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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.
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Oh and use FBX, so much better for max users.
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Yes LS but that’s as easy only when doing a “general” texture where usually an automatic uv unwrap solves the problem but if you want to make a proper texture, you’ll 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 don’t want to do that, cause I either map the UVs the proper way or I don’t 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 that’s not the actual problem. Main issue is that I don’t like doing “general” textures and at the moment I also lack the skills to make “realistic” 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 DON’T 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.
I’m telling you, you sound just like me about 3 years ago. ‘I can do it, but I don’t want to.’
What’s really happening here is that you aren’t satisfied with what you can do (you’ve said as much), therefore you don’t like doing it… therefore you won’t get better at it. Making a metallic texture isn’t hard, it just takes a few tricks. They’re 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.