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Author Topic: UFO Carrier  (Read 20891 times)

Offline sitters

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UFO Carrier
« Reply #30 on: June 28, 2007, 12:42:17 pm »
Quote from: "RaXaR"
As promised, here's the sources. There are .OBJ, .3DS and .MAX files of each version. If you have any serious problems with it then let me know. Also, thanks Mattn for providing the upload spot ;)

UFO Carrier Full (2.71MB)

UFO Carrier Mid (900KB)



OK I've got it.

The problem is there are a lot of object copy's without an UV-map, What I also do when I use object copies, first make an UV map and then copy the object.
then the copy's have the same UV map, material and texture.

I disassemble the mid_carrier, remove the copy's, make UV maps and texture the stuff, and then copy and reassemble the carrier again.

I think the mid_craft is going to be two or three MD2 models.

The big one is an bigger problem, here we have an very big amount of object copy's. for making this textured is almost rebuilding the complete craft, and an lot of work and maybe never used by the game.

Always when you make an model with object copy's that are looking the same, make first an UV map and material. then all the copy objects have the same material an texture, then you only have to texture one object and the copy's have automatic the same texture.

One thing to remember when you use texture baking the copy objects are also the same.

But it is just an tip. :)

Willem

Offline Mattn

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UFO Carrier
« Reply #31 on: June 28, 2007, 12:57:57 pm »
aren't there instances - i mean max can create instances of an object - changing on, changes the other, too

but for this kind of model it''s also good to just use a flipping plane imo

Offline RaXaR

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« Reply #32 on: June 28, 2007, 01:05:15 pm »
Sweet Sitters, Thanks for the tip ;)

I don't think the Model is going to be used in the game (during missions etc) at all. I think for now the only one that needs texturing is the Higher-Res one, because that is going on a couple of screens ingame and maybe in some cinematics.
I'll reconstruct the ship, if you can supply me with one of each part that is already UV mapped, then I'll copy and layout the entire ship again.? Let me know what you think.
Also, for now until Winter/Mattn/Someone says other wise, I think you can skip the Mid Poly Model and a MD2 format.
Laters :)

Offline Mattn

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« Reply #33 on: June 28, 2007, 01:08:28 pm »
hm. well i don't know for sure - Winter: are we going to display the model in an ufopedia news entry?

Offline RaXaR

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« Reply #34 on: June 28, 2007, 01:08:34 pm »
Quote from: "Mattn"
aren't there instances - i mean max can create instances of an object - changing on, changes the other, too

but for this kind of model it''s also good to just use a flipping plane imo


Yip, I did use instances, but I think Sitters is using the 3DS or OBJ file which destroys the instances and makes copies of each one  :?

Offline sitters

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« Reply #35 on: June 28, 2007, 06:00:59 pm »
Quote from: "RaXaR"
Quote from: "Mattn"
aren't there instances - i mean max can create instances of an object - changing on, changes the other, too

but for this kind of model it''s also good to just use a flipping plane imo


Yip, I did use instances, but I think Sitters is using the 3DS or OBJ file which destroys the instances and makes copies of each one  :?



Yea I work with cinema4D, and cant read .max files.
So I use .obj or .3ds and now I have an million objects.  :shock:

Willem

Offline Winter

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UFO Carrier
« Reply #36 on: June 28, 2007, 09:03:49 pm »
Quote from: "Mattn"
hm. well i don't know for sure - Winter: are we going to display the model in an ufopedia news entry?


If we're just using it as a mothership escort, probably not. If we're going to have it attacking Earth in-game, then yes, we should have a research topic for it. I'll have a talk with BTAxis and then we can make the decision.

Personally, I think it would be fun to have a big ship nastier than the Carrier (possibly with its own protective fleet of UFOs on board) that appears later on, to make the player go "Oh, shit!" whenever one shows up.

BTAxis might not agree with me on that, but I think we can work out a satisfactory compromise.

Regards,
Winter

Offline RaXaR

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« Reply #37 on: June 28, 2007, 09:55:31 pm »
Quote from: "sitters"
Yea I work with cinema4D, and cant read .max files.
So I use .obj or .3ds and now I have an million objects.


I have to agree sitters, that is a terrible thing to try and texture .. I'll make another package that only contains 1 of each component used to build the ship .. If you would be so kind to texture those, then I can use them to reconstruct the entire ship instead.
That way we retain the 'UV Map one for many uses' scenario. :) .. I'll post the package in a while. I hope this is okay?

Offline RaXaR

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« Reply #38 on: June 29, 2007, 02:46:22 am »
Alright, I left only the bare minimum of parts that needs texturing.  Feel free to add extra parts you would like to see on the model. Hope this is okay.

UFO Carrier Components (421KB)

Offline sitters

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« Reply #39 on: June 29, 2007, 08:44:45 am »
Quote from: "RaXaR"
Alright, I left only the bare minimum of parts that needs texturing.  Feel free to add extra parts you would like to see on the model. Hope this is okay.

UFO Carrier Components (421KB)



Yea this is OK . :D

Willem