Zyl's Model Storage - Feedback appreciated - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery Development (https://discoverygc.com/forums/forumdisplay.php?fid=7) +--- Forum: Discovery Developers Forum (https://discoverygc.com/forums/forumdisplay.php?fid=183) +---- Forum: Discovery Unofficial Development (https://discoverygc.com/forums/forumdisplay.php?fid=389) +---- Thread: Zyl's Model Storage - Feedback appreciated (/showthread.php?tid=147168) |
RE: Zyl's Model Storage - Feedback appreciated - Etaphreven - 04-05-2017 (04-05-2017, 11:54 AM)Zyliath Wrote: @Etaphreven I think my confusion was due to lack of proper lighting in the image. Can't tell shapes apart properly. Anyway keep it up mate. RE: Zyl's Model Storage - Feedback appreciated - Barbarossa - 04-05-2017 (04-05-2017, 11:33 AM)Zyliath Wrote: @"Barb" Umm... I think you need to work more on the textures. There is litterally no details in there whatsoever. The existing Kusari-type ships, is you and your ships' best friend. Load the handy HardCMP, load an existing ship like the KuGB or the Hatchet or Ahoudori, then inspect the textures. Look carefully at the details, the edges, sharpedges etc. Don't be afraid to use more than 10 textures, but no more than 13-14. @Swallow 's Youtube channel has got some videos of him texturing. You don't need to watch the whole video, just the small parts where he moves the textures to make it fit in perfectly. RE: Zyl's Model Storage - Feedback appreciated - Zyliath - 04-07-2017 @"Barb" I did see Swallow's texturing videos, and I did notice that I apply the mirror modifier before texturing, because I didn't thought to work with the mirror while texturing. My problem is that when I try to fit the texture, when I look it from all angles, it looks...erm...ugly, all distorted and such. Honestly - I can say of myself that I can make models, but that I ain't a very good texturer :/ EDIT: Since the old Yojimbo model I made didn't have that Kusari-ish feel, I made an alternate version which should fit the Kusairan shipline feel. RE: Zyl's Model Storage - Feedback appreciated - Hubjump - 04-07-2017 Seeing the alternate one, its got a huge hit box area, but its nose is fine, flipped... it would look a bit alien but would have a very nice time turret steering. try to keep the idea of combat with the ship in mind also. *mumbles to self* why do other peoples models always look shiner and have better lighting then what i make in maya RE: Zyl's Model Storage - Feedback appreciated - Barbarossa - 04-07-2017 If it's distorted, then it is because the polygon is an "n-gon". You need to make sure that all the vertices involved are perfectly alligned/connected with each other and make sure that the poly is 2 dimensional (flat). RE: Zyl's Model Storage - Feedback appreciated - Zyliath - 04-07-2017 @"Barb" Of course - I always check the gons, and if they aren't flat, I fix the issue. RE: Zyl's Model Storage - Feedback appreciated - Zyliath - 04-08-2017 Texturing, take 1 I employed the Smart UV Project for the hull, and a mix of Smart UV and manual unwrapping for the side. (Yet, I can't still get that feel of 'OOMPH' that I get when looking at other ships already ingame.) Feedback/tips/constructive posts - very appreciated. Uncontructive posts/Sh*tposts & co. - better not make them in the first place. RE: Zyl's Model Storage - Feedback appreciated - Felsvar - 04-10-2017 Hi; I want to give a tip. I am seeing (judging by your images) you are using a simple yet bland texture on your model as a 'main'. I consider you experiment with all of the Kusari textures in different areas of the shape. That being said, apply them and use your creativity in detailing the mesh instead of extrusion and beveling too much on the hull. ~Fels RE: Zyl's Model Storage - Feedback appreciated - Unlucky_Soul - 04-10-2017 Keep at it and you will get Better Z.... RE: Zyl's Model Storage - Feedback appreciated - Zyliath - 04-15-2017 Yojimbo texturing, take 1. As I said before... Quote:Feedback/tips/constructive posts - very appreciated. |