another ship for Blaze...

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vermeer
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another ship for Blaze...

Post by vermeer »

...yet to be textured...

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 ;)



Image
Image
Image

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vermeer
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Post by vermeer »

ehm


maybe I'll be posting here skinning progress , if happy with it...or take the time to upload...
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vermeer
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Post by vermeer »

ehm...

would it be possible to use 2 textures of 512x512 ?


Pleaaaaase.....
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cartoonit
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Post by cartoonit »

Thats awesome Vermeer, I can't answer your question, but just applaud in awe of your modelling skills... And all the other modellers out there... :D
mohaps
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Post by mohaps »

1024 X 1024 is cool too.... pretty nice ship by the way... :) and with irrlicht 0.9 it is possible to use multiple textures on meshes by texture roort param..so cool...you can go for 512 X 512 (2 textures)
---
Saurav Mohapatra
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email: mohaps AT gmail DOT com
vermeer
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Post by vermeer »

Thank you both ! :)

ok, gonna texture right now...

Will even do 2 textures with 1024x1024, but don't worry I will resize and re-edit to 512x512, both. So to have both at hi res....One never knows ... ;)

U know, I like to put texturing detail. Let's see how it goes now :)

Oh, forgot to mention...

sorry if I am taking too much artistic licenses...I am doing so that if it does not much the needs of the game, at least I will be happy with the model and all...

The idea of this ship is an old,dirty, a bit broken fighter, an old model yet functioning... used by a veteran..maybe an old cross-galaxies trader old guy, or an old fight-for-the-money buddy...he doesn't clean the ship to much, nor does care to fix the plates when shots received...a bit of a disaster guy, hehe....

I like that kind of characters in sci fi films, more than the "topgun" uber clean and uber perfect pilot...

i mean, had planned some day to do this kind of thingy,(like so, so many others, lol..) but never found a reason to do it..so...if its good for the project, great ;)

and to be true, I rather prefer to have this "background" for texturing weirdiness...hehehe

soon to come shots textured.
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Post by RabidLockerGnome unlogged »

wow thats an awesome model! ur idea for the texture sounds totally top-notch as well.
cartoonit
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Post by cartoonit »

used by a veteran
Is that you Vermeer ;) :lol: :lol:

Can't wait for the textured screen shots :D
vermeer
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Post by vermeer »

haha..probably a bit identified, but not totally ;)

@RLG yup, and my petition for 2 textures(now answered it's possible) was cause I wish now to make different texturing in simetric sides, but with same mapping..usually one only grabs some faces where plans to paint the different part, so that one is not automatically mirrored (unique UVs) , but...hehe, I'll do a base texture for it all (then copy and paste, will much in the seam as same texture, same uv mapping ;)) but...as linked one side to different texture than thge other...the other, starting by a common base, will end up with very different detailing, of course carefull to not touch the seam, or if to, some paste and feathre later, no probs...

yum...this is fun...
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Robomaniac
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Post by Robomaniac »

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Bryan Abrams
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Post by Bryan Abrams »

use 2 1024x maps or 512x
vermeer
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Post by vermeer »

I am indeed texturing with 2 of 1024....if later on it can only be 2 of 512, ok, I'll res down and retouch ;)
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vermeer
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Post by vermeer »

not much sense in posting this...but....


it's a VERY rough and initial scratch....

Image


meaning that not even the colors, appeareance, main design, etc, etc, etc, will be that, and of course, is TOTALLY undetailed....

But huh, to show I'm on it ;)

oh, the number , and some other weirdy sumetrical errors, are due to yet haven't loaded an obj with the half side asigned to an identical (but not same file, hehe) texture....I'll do that once I have it practically ended, and then start adding the "differences" and some sweet details...But it's a long way yet. That is, for example, there wont be a number in the other side, or it'll be mirrored. Also, it'd appear with some more symbols and deco.


Oh, btw, does Irrlicht support environment maps? Not meaning that it reflects what is besides, but just that shiny reflections, u know probably what i mean...I'll fake some by pixels, very subtle, but nice if the engine had it, done with a comercial engine and man..does it make a different in metal, steel or the like stuff....


don't worry, maybe is not a good idea to post so early initial work, it'd end up really different and much more detailed.

not happy with the design either, though will keep some ideas.
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vermeer
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Post by vermeer »

Finally making games again!
http://www.konekogames.com
vermeer
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Post by vermeer »

Image


all 2d paint.


no photo, or 3d painting yet...


slow...I know.

XD
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