- Caligula Superfly - 02-05-2006
Ignore that last zip! I tweaked it some more, bending the entryway so the door for the other hut can fit, smoothing out some areas, and extending the bottom so a boarder can be mapped and it can have some leeway as to the type of terrain it can be placed on. (I remembered that it should have some breathing room on the bottom for placement in the editor)
- xchaosdragon666x - 02-05-2006
Wow you just keep getting better and better Caligula Superfly
OffTopic: Whew you people scared the hell outa me making me think that you have to do map tiling lol almost gave up on my scroll becuse i couldent get a decent texture on it but found out about uv maps lol
- Razorwing - 02-05-2006
Caligula Superfly:
:goodjob:
- Caligula Superfly - 02-07-2006
Next up, the Barracks! I only have the outer shell at this point, I'll be adding the tail when I add the entryway.
After this is done I think I should start trying to texture these. I have some thoughts on what I would like them to look like. I definitely want them bump mapped, and am willing to make thsoe from scratch to get the look I want. Though Ill probably have to find the primary textures, I don't think I have the skill to make those myself.
- KuKulzA - 02-07-2006
:goodjob: I like how you really show the organic feel of the buildings...
barracks has lots of shell and stuff, differen plates... so don't forget that!
- Razorwing - 02-07-2006
The distances between the vertices in bottom polygon row of hut #2 aren't the same, as seen in screenshot 1.
That makes the border texture map look like in screenshot 2.
- horodnicdragos - 02-07-2006
Look.Your models are really good.But try to make them of separate pieces so that it will be much more easy to texture them.OK?
- raggidman - 02-07-2006
Quote:Originally posted by Caligula Superfly
Here we go, I think this is it. There was some funny stuff going on with the faces on the left side of the model before I exported it, but they don't show up when rendered. If anyone finds something wrong, let me know. Face count is 1946 I believe.
Oh, and the angle of the notch thingy where the horns come out is a little steep right now, which is why it may look funny in some of those pictures. If it's still like that in max I can smooth it out, but it may look better the way it is so we will have to see.
:goodjob: I like the overview of the horned hut - maybe it is made from the shell of the bull crab - very agressive, powerful, crabby and horny anyhows... :lol:
Seems like all the buildings that I have seen will be slightly different from the originals, but they are a damn sight closer to the originals than you ever find in sequals.
And thinking on your reply about the appearance of the entrance being made from textural variations rather than overlapping geometric shapes I would therefore suggest that you apply textures to enhance what you have created rather than to imitate the shape of the original.
Comments made w/out having seen textured models...
- Caligula Superfly - 02-07-2006
Quote:The distances between the vertices in bottom polygon row of hut #2 aren't the same, as seen in screenshot 1.
That makes the border texture map look like in screenshot 2.
Are you talking vertical distance, or horizontal distance? If its horizontal then I don't think there is a work around for that since corners have to be more dense (you can see this in the wireframe for MW's models), but if it's vertical distance then my apologies, when you told me to even things out before I thought you had meant horizontal distance.
I wonder, is there is a function that can flatten a row of verticies across an axis? It would seem a practical thing to have considering...
BTW: Don't feel the need to skin these if you don't want to, Ill read up on all of that and do it myself ocne I have this model finished. Ill need to know how eventually anyway. Then ill be able to find all of my mistakes and fix them too.
- Razorwing - 02-07-2006
Quote:Originally posted by Caligula Superfly
Are you talking vertical distance, or horizontal distance? If its horizontal then I don't think there is a work around for that since corners have to be more dense (you can see this in the wireframe for MW's models), but if it's vertical distance then my apologies, when you told me to even things out before I thought you had meant horizontal distance.
Hmm... neither and both, I'd say. There's just one type of distance. But the orientation of those two parallel rows of vertices depends on which way you want the border texture to tile. In this case it was a border texture going along the base of the building, so the vertical orientation is the important one, because the border texture tiles seamlessly left to right but not up and down. So the height of the vertice row needs to be controlled since it can't tile that way.
I don't know if I'm making sense... but if you check out the wireframe screenshot I posted the border texture would go between the bottom vertical row of vertices, and those two vertical rows need to have the same distance otherwise the program can't make a clean map of that nature.
I.e. if you look at it from the front, the bottom-most and second-to-bottom-most rows of vertices need to have the exact same Z coordinate. Then just select all those polys and detach them so they form a new mesh, and then set up a planar or face-map on it.
Quote:Originally posted by Caligula Superfly
BTW: Don't feel the need to skin these if you don't want to, Ill read up on all of that and do it myself ocne I have this model finished. Ill need to know how eventually anyway. Then ill be able to find all of my mistakes and fix them too.
Excellent!
Not that I don't want to, but I'm sure it will be a great learning experience and your approach to all of this is highly commendable in my humble opinion. :goodjob:
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