prefered to model one myself...hadn't ever had the need or chance to model an space ship (yup, to many humans/monsters, lol) , so it's been fun.
Now that is uv mapped (a quick and dirty job if u ask me, but I don't like uvmapping, and this one will do... it's using sharing simetrical UVs to save pixel space) gonna texture it...but as afe havent seen yet the PM, I'll start the texture in 512x512 size, which I hope is ok...
My wish is it'd allow 1024x1024...I kept as only one texture, just in case the project is usinga format only alowing one texture, so uv maps been made so.
A very important thing would be that the format would support vertex normals...I'd love if OBJ supported vertex normals, a think which I don't know...Wings3d (oh , forgetting ...ALL modelling done in Wings3d...all uv mapping done in Ultimate Unwrap(purchased long ago)) ...as...this model without the hard egdes I did set will totally look like crap...those have been set after uv mapping, as Ultimate Unwrap hasn't got a great workflow for this...so imported back into Wings, and did set the vertex normals (hard edges) I know Wings3d exports OBJs with perfect hard edges (vertex normals) ...Milkshape3d *should* also support vertex normals, I have tested it does: exporting an obj into my (again, purchased) Milkshape, demonstrates allways to support the hard edges as set in Wings....
For this project is ideal ms3d format, as has all this support, and allows pieces animation in a simple way for the coder.
Please, anyone that could clarify this and texture size...
gonna start right now a 1024x1024...heh..for the pleasure of it...if gotta resize later on, will feel the pain...lol....
Oh, some could thing is hi in count...these days, not so much... ut2k3 (2 years ago) was using main player in a multiplayer fast environment 3500 tris characters...doom3 I think uses 5k plus all the normal stuff it loads...
euh...mine is 2,332 tris ...it's optimized, just with quite some detail....
lol, tetxuring...in this special case...is the fun thing...(plus modelling, just don't like uv mapping, hehe )
hehe...got some cool ideas, there's a world from this to seen it textured, I mean , a huge difference...
the big cannons that look like trailers submarine lights.... will be actually a multi cannon thing.... there's much detail planned in texture.
...Oh, and is all ONE piece, completely solid model. I can easily make the cannons be independent objects easily...so they can react when fire, is easy to make a quick anim in ms3d for that, and export the ms3d(mesh)+ms ascii(animation) file, for the engine, if engine supports this..if no good support in ms3d for vertex normals (hard/smooth edges) , please, use another, as there's no way to do a good model without this...
euh...not to make proaganda....but MIM support perfectly em...but anyway, for this project, anim would come very handy, so if ms3d supports well vertex normal (the format does, I mean the irrlicht loader! ) then, fantastic and great.
just if I make pieces...allow me to keep the one material...(unless I see a quick way to res up some part that actually needs more space while texturing, hehe ) shared by the parts....I mean sharing same texture. SO i don't have to remake UVs hehe....well, maybe not, maybe I can make it individual textures, but for a start dont wanna work more than planned by me, as got very little time to share between projects and other stuff....
euh, I hope u'll like the texture
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