I'm still trying to fix this thing up. I completely reworked the UVs and redid the textures (helped along by Blender's render baking, which let me carry over the base colours from before.)
First of all, there was STILL some
really damn ugly distortion on the turbines, even though I completely reworked those UVs with that in mind! I think the only way for me to get some decent detail on those things is for it to have its own 512x512px texture. (I did the math. Right now it uses up enough pixels to have its own 256x256px texture, and it still isn't enough.)
So instead, I opted to try to make the turbines nearly completely seamless. Aside from one little part in a corner in the rear, it seemed to work. Personally, I like the result.
Because I reworked the UVs, there's much less wastage of texture space - as a result, there should be a little bit less jagginess, but I don't know if it's noticeable. If you can still see some, I doubt it's blender's fault - the resolution I get from the texture is just too low. Despite using 512x512, the geometry is complex and there's a surprisingly lot of surface area to pack away.
Anyway, here's pictures of the newest version: (clickable thumbnails)
And the downloads are here:
https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/hoverbot/hoverbot_lightcannon_final_RC2.blendhttps://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/hoverbot/hoverbot_lightcannon_7.tgahttps://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/hoverbot/hoverbot.anmhttps://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/UFO_AI/hoverbot/hoverbot_lightcannon_7.xcfIt's still fully animated and ready to be put into the game - the .anm file is valid for the animations in the .blend. Everything that's not on layer 1 can be ignored when exporting, too, and the entire bot is one mesh.
Here's hoping that this thing is pretty much done! I've put
waay too many hours into this project than is healthy
.