request: starship renderings
request: starship renderings
We'll need starship pictures in 0.2 for scout, markI-IV and defense base. These will be shown at planetary view. Renders at 250x150. Icons for those ships will be these made by KA: http://3dtowns.at/freeorion/index.html so use them as reference.
No poly limits, no limits for texturing and effects - make them look good
2d-drawings accepted as well.
No poly limits, no limits for texturing and effects - make them look good
2d-drawings accepted as well.
Last edited by miu on Sat Aug 21, 2004 3:26 pm, edited 4 times in total.
Difference between a man and a gentleman is that a man does what he wants, a gentleman does what he should. - Albert Camus
good that you said. Yes, these very probaply won't be in final version of Free Orion, but are needed in 0.2. (and I know there are people here eager to model spaceships, this is your change). And if these are done well, its possible to them later as base for ships for one race.
Difference between a man and a gentleman is that a man does what he wants, a gentleman does what he should. - Albert Camus
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- Space Kraken
- Posts: 195
- Joined: Fri Mar 19, 2004 4:11 pm
- Location: Austria
does anyone know some good tutorials for texturing low-poly spaceships? i found a bunch for organic low-polys, but they don´t work well with shapeships because everything gets distorted... i can´t get it right
i wanted to do stuff like this, it´s low-poly, but the textures add a lot of detail & make it look nice.
http://www.turbosquid.com/HTMLClient/Fu ... ullPreview
i wanted to do stuff like this, it´s low-poly, but the textures add a lot of detail & make it look nice.
http://www.turbosquid.com/HTMLClient/Fu ... ullPreview
Last edited by Zanzibar on Sat Apr 03, 2004 6:08 pm, edited 1 time in total.
Last edited by Zanzibar on Sat Apr 03, 2004 6:08 pm, edited 1 time in total.
I agree about base & scout. Pretty nice designs.Hatti wrote:Hi,
Base 01 and Scout 01 are very nice.
Colony 01, I don't know but to me it looks more like another Base
Regards, Hatti
As for Colony 01, I think it might just be an orientation issue for the model. It looks as if the picture has the engines down, thus putting it in an orientatoion we expect for star bases rather than the horizontal orientation we normally see for ships.
Other than that, it looks great, too.
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- Space Kraken
- Posts: 195
- Joined: Fri Mar 19, 2004 4:11 pm
- Location: Austria
i use maya with the standard UV texture editor. the problem is: if i use cylindrical or spherical mapping or try to texture multiple faces at once using planar mapping, there´s distortion. if i map each single face, it takes forever and getting all the seams right takes even longer. do you know a plugin for maya that can help here?pd wrote:to prevent distortion you need to set up the uvw coordinates right... if you use max you can use texporter or unwraptools to get them into a paint program, where you can start painting.
Setting up textures correctly can be more difficult than actually modelling.i use maya with the standard UV texture editor. the problem is: if i use cylindrical or spherical mapping or try to texture multiple faces at once using planar mapping, there´s distortion. if i map each single face, it takes forever and getting all the seams right takes even longer. do you know a plugin for maya that can help here?
The "easy" way of doing it is to give each little component of the ship it's own texture map, allowing the details of the ship to be represented by geometry rather than drawn on textures. Since there's no requirement for low-poly models at this stage, that's the method I would use.
For low-poly models, there's a variety of tutorials on the 'net concerning UV mapping. It takes practice, skill, and maybe a little talent to do correctly.
the standard mapping methods like planar, cubic, cylindrical, spherical are only a base to fit the general shape. you have to tweak them in the uv editor until stretching is (nearly) gone(this means moving vertexes edges and polys in uvw editor!). it's very helpful to apply a checkered map to the model while working on the uvws, because you can easily see the stretching on this in the viewports.i use maya with the standard UV texture editor. the problem is: if i use cylindrical or spherical mapping or try to texture multiple faces at once using planar mapping, there´s distortion. if i map each single face, it takes forever and getting all the seams right takes even longer. do you know a plugin for maya that can help here?
mapping each single face isn't a good idea, because you won't be able to paint on this.... the aim is always to have as few uv chunks as possible while still having minimal stretching. there are some plugins out there, automating the process of uvw setup, but they all are commercial and i don't trust them ;) i prefer setting my uvws up on my own *g*
yes, it's an art for itself... i hated it when i started with it.. but nowadays it's the same fun as modeling to me.Setting up textures correctly can be more difficult than actually modeling.
Yes, you guys are right, I totally figured out that I had done the colony ship completely wrong at work today... here's a much improved version:
DOGA source file
DOGA source file