Space Station Models And Space Ships for Game

Alright, so.
I am about to drive in to texturing this bitch, and well, as you can see it is going to be a pain. So I thought I might maybe get some tips from the pros. I have a pretty good overview of blender and it’s texturing and uv mapping stuff, so im not a noob. But I have never attempted to uv/texture some thing with as much deatail as this.

Any way, it’s a for a game im making, and one thing that I would like is to have to area’s of mesh deatail to have a high res texture to. So you can fly right up to the buildings and see the texture deatail. I have planned to break the model up into about 10 different meshes so each have there own UV map applied. The city areas will all be seprate mesh’s as well as the antenna area’s leaving just the main hull as the last mesh. I suppose I am more looking for UV mapping tips then texturing tips, I can texture just fine, however comments are welcome. So is this a good way to UV map things that have to have this level of deatail? Any tips, tricks, ect, would be great I want to get done UV mapping this as fast as possible… I hate UV mapping. But dont we all!

Thanks
Sync

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80 views and no posts? hmm, even a looks like shit or looks great would be nice.
:smiley:

sync

It sounds like you know how you are going to attack that beast of a project. I like the design, can’t wait to see what the final textures are going to look like.

Thanks, like I said it is sorta inspired by the Homeworld 2 “mega station” in the opening cinematics. Thats a great game by the way. Any one else maybe with some comments/tips/crits… you know the drill

thanks
sync

i like the station, even though the design is a bit unorthadox. need…more…renders…

Yeah I can try to post some more renders, not textured though. It’s suppose to be a giant station, more like a city then any thing else. It is suppose to be built by a entire civilization, so as you can image it has to be big to accommodate for people to live, work, eat ect…

It will probably seem less unorthadox when im done texturing it. But you are right it’s differnt… I like different. :slight_smile:

Is there any thing you would like different on it? Or maybe like me to add more of?

Also maybe this might tickle you fancy more, This is the opposing forces hub space station. In scale this one could easily fit in the middle of “Archer Station” Tell me what you think of it? Any thing you would like different? Or for me to add more of? I will try to get some more renders of this too.

thanks sync

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looks cool, might want a few more details or something to make the objects that are jutting out from it kind of tie in to the rest of the model.

to make it look big you are gonna need a lot of little tiny details and stuff.

looks cool, i hope the texturing goes well.

edit: you posted your last post before i could look at it :smiley: .
i think it would look cool if you actually just put that round space station in the middle of the other one, connecting them with the occasional jutting structure.

Thanks yeah I would but I have to see how well it will run in my engine… These are for a game so I cant have to many polys/deatails But I agree if I can pull it off I will add some more.

What about “pollux” any thing on that?

wow, your right that would be really cool… But then I would have to make a whole new one for the opposing force guys… and like I said it may be to many polys/textels to run well in my engine/lower comps.

Great idea though, that would be sick

sync

Alright I made some more renders…
I am still thinking on wether or not to add some more geo or combine the of them for “archer station” like frig said. I think archer station is pretty close to being done and texturing. Pollux on the other hand has a bunch of work before texturing, I have to add a lot more deatail. Here are some renders of both even so.

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And Pollux

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I like your design(s), one thing you said bugs me however. You said you wanted to get it textured as fast a possible, I can understand that feeling but UV mapping (at least for me) can take way longer then anything else, if you want it done right. Also since it is for a game I’d suggest adding more detail with bump(normal) maps rather then modeling it.

You could always take your lowploy mesh(once complete) and add detail then use renders of that as a base for the textures/bumps for the lowploy mesh. Also you could use the highploy detailed mesh for those cool FMVs we all love.

It looks like a pie :slight_smile:

I will be adding a lot of deatail with bump maps. But you still need a certain amount of geometry to really make the model look good, Obviously. Also I know uv mapping takes the longest thats why I was asking for some tips. Im curious what FMVs are?

lol, a pie :slight_smile:

Thanks sync

Full Motion Videos? :-?

Cut Scene animation?

That’s what I think he ment, but I could be wrong.

i like the stations, but i agree, uv mapping would take a long time. the only other thing i have: the pollux station looks like a pancake. its really thin. that kind of design isn’t particularly material-efficent, but then agian, niether is the stuff i’m designing (greeble sticking out all over the place). keep it up i like it :wink:

Yeah sorry, I meant F(ull) M(otion) V(ideo) or a cutscene if you will. Thanks for the translation khnum :smiley:

heh, yeah i wasn’t really thinking about the game engine when i suggested to combine the 2 :smiley: . its coming along nicely, i like that round opposing force station.

cant wait to see the finished game!

Thanks all,
small update I decided I didnt really like the pancake look either so I added some things. Pollux is now 5700 polys and Archer Station is 8000. I plan on reducing Archer Stations’s polys and add some more deatail where is counts. After that I will dive into UV/texturing, once both of these are textured they should look pretty sick.

frig: I hope can wait a few years because it’s sorta a 2 man man project right now, but we are going as fast as possible! :smiley:

Pollux Pix:

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:o Nice update.