Development > Artwork
Possible new craft
Hoehrer:
landing gear: what winter said.
general modeling/texturing/uv-mapping guideline: please only use one texture (and one uv map) per model. I know that blender can to a lot more, but the md2 format can't ... at least in most cases.
We have a self-built model assembly to combine several md2 models though (if you are curious search the base/ufos/models.ufo file) For more info on this just ask me or mattn :)
And of course: never ever delete the original non-triangulated and low-poly model :D (duh)
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When keeping it real goes wrong.
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I think the things you wrote in your sig are just imaginary :)
Werner
ion:
this craft is so cool. looks like U2 bummer :0)
Psawhn:
Took a bit of time. I finished all the geometry that I'll use for the low-resolution mesh. This included rigging everything up onto an armature. All I added, geometry-wise, were bay doors, landing gear, and deploying weapons hardpoints.
https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/xcomfinter_geom_FINAL.blend
Many objects are separate meshes, to keep track of them easier. For export I will combine them all into one mesh. I'll fix up the hull and make it flush for the flight versions.
I don't know if there are animations at all for the fighters. I assumed there weren't going to be any. I plan to release multiple models, like for the Saracen:
1) Flight Model: All bay doors closed, landing gear up. Engines/thrusters forward thrust.
2) Hangar Model: Landing bay doors open, landing gear down. (Weapon bay doors open? Hardpoints Extended?) Engines/thrusters forward thrust.
3) Combat Model: Only weapons bay doors open, hardpoints extended. Engines/thrusters forward thrust.
In the .blend, you can play around with the stuff.
Scene layer 1: Hull and thrusters
Scene layer 2: Armature
Scene layer 3: Main engines
Scene layer 11: Bay doors
Scene layer 12: Landing Gear
Scene layer 13: Weapons Hardpoints
Scene layer 5 is just an old wireframe model I forgot to delete, and scene layer 10 has all the lighting and cameras.
All the important bones are on scene layer 2, bone layer 1. I've set limit rotation constraints on all of these (except landing gear) so they'll only rotate inside their legal values - so just rotate whatever however to see how the stuff works. The landing gear and main engines have animations on them. Press ALT-A to watch.
Next: Texturizing!
Winter:
Hey Psawhn, any word on the texturing progress?
Regards,
Winter
Psawhn:
I've got the entire model unwrapped. The next things to do are to texturize, and then optimize the different models.
I have two weeks left of university, though, so time is in short supply. I'll get it in when I can get it in :).
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