Started on the textures, want to know how you think it looks so far. Faces have also been reduced from 1000 to 928!!!
Matt
Blend on, and blend well!!!
Hey all,
Iāve attempting my second game ( https://blenderartists.org/forum/viewtopic.php?t=10760 ) and wanted to show the model. I also have another shot of the old NX-01 i made that im using for the textures, but dont pay any attention to the orange on it, i forgot to have my GF pack the data so i still need a jpg or 3 before it looks exactly like its supposed to!!!
Iām pissedeth off! Four months and youāve pulled that off? You are now my Blender god! Iāve been at it for about one month but now where near the level yet.
Your model is very very good, if you ask me. And you did! LOL Iām impressed and think it looks very very good! You have a great future in Blender. But if you donāt mind, a question. Your textures are superb - how did you do them? Did you fallow a tut or through experimentation?
Thanks Wriker, those are great words to hear (or read rather)!!!
The textures for the first ship i modeled was experamentation, each little pannel was modled, textured and placed carfully over the basic saucer. I think the final object count was 3500, and almost 14mbs.
Here is a wireframe to give you an idea of how it was builtā¦
Iāve not textured the game model yet, i have to take many shots of the ship and blend the pictures together so i can wrap them around the simple game model i just made here recently. So, still lots of work to do before its a playable game, but iāll get there!!!
No problem. Iām just glad you posted the pics for me to see and get ideas. And youāve more than you know. You have an interesting concept there. Your method makes sense to me in a lot of ways. One of the things Iāve noticed about some models is their lack of 3D skins. Yes, they are texture mapped but they lack a true 3D surface. Following your method it would be possible to add minute detail to a surface or larger detail, enhancing the models effect during close ups. Modeling a little section at a time would allow for much more depth. Interesting. It may be a longer method but one I would surely enjoy.
No worries, glad i could help. But i will warn you ahead of time about modeling like this, it takes SOOO long to do. My girlfriend still vividly remembers the āWeek of Neglectā when i modled that one!!! hehe
HAHA Lucky for me my wife is addicted to āThe Simmsā and plays it as often as I do 3D (She sits right behind me on her computer). It may be long but itās a place to start. Iām just not grasping texture map creation in other ways. Iāve tried serveral tutorials and have had no luck with them. Iām hoping that if I do very small, individual pieces I may start to catch on. Fingers are crossed. If you have any suggestions when it comes to tutorials or method, I would listen with extreme focus! LOL
If i have understood polycounting, its in the upper right hand corner. I posted a cropped screenshot at the top of http://www.stormpages.com/bapsis/entwireframe.html . Iām not sure which one of those numbers is the polycount. If its the Ve: , then its 1012, and im not even sure if thats good or bad for a main char in a game.
Let me know what you thinkā¦
not much in the game engine, but 1000 faces is quite few, IMHO, anyway it depends on your graphic card accelerator. Good PC with good Graphic accellerator can handle MILLIONS of polygons soā¦
Thanks for all your comments guyz, i appreciate it!!!
Iām thinking this might take a little longer than i originally planed, since i want to make sure every facet of this project is done really well!!! So it may be a while before i can share the game with you all, but iāll keep updating my progress here!!!
Also, if any game guruz want to lend a hand, i would most definatly love to hear from some texturers and logic brick guyz (myself and plantperson will be handeling most of the modeling and some other stuff too). So, speak up, and dont be afraid to write!!!