IC scout hi-res texture

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Spinoza
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Post by Spinoza »

I'm casually working on a hi-res texture for the IC scout.
As a scout whore and a marine in the 81st division, I find the low res texture particularly offensive. (FYI there is a 512x512 texture available from the source CDs)
No preview available yet... no release date either.

Plan details:
I'm going to do it in 1024x1024 because IMHO 2048 is overkill for a small ship.
I'll be using Zapper IC logo (the one on the hi-res bases).
I will preserve the major elements like the cockpit and engines but add details such as fuel lines, riveting etc.
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parcival
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Post by parcival »

`yt!
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Spinoza
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Post by Spinoza »

This is not a preview! :P

I was making the base layer for the scout and testing along the way and the result is pretty funny... the neon lights are a layer containing only the edges from the original texture. I used a vectorizing program called Wintopo.

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Imago
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Post by Imago »

Two Weeks
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Clay_Pigeon
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Post by Clay_Pigeon »

Spinoza wrote:QUOTE (Spinoza @ Jul 22 2009, 09:31 AM) This is not a preview! :P

I was making the base layer for the scout and testing along the way and the result is pretty funny... the neon lights are a layer containing only the edges from the original texture. I used a vectorizing program called Wintopo.

It looks like an infected ship from Homeworld:Cataclysm
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madpeople
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Post by madpeople »

Spinoza wrote:QUOTE (Spinoza @ Jul 22 2009, 02:31 PM) This is not a preview! :P

I was making the base layer for the scout and testing along the way and the result is pretty funny... the neon lights are a layer containing only the edges from the original texture. I used a vectorizing program called Wintopo.

Looks like the mapping for the cockpit is stretched, although you could probably get away without remapping if it's all the same/similar colour, see how you go.
Spinoza
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Post by Spinoza »

madpeople wrote:QUOTE (madpeople @ Jul 22 2009, 11:07 PM) Looks like the mapping for the cockpit is stretched, although you could probably get away without remapping if it's all the same/similar colour, see how you go.
Indeed, the original designer worked a little too hard on saving texture real estate, so the front of the cockpit can't be modded with extra detail. Too bad, I would have liked to have drawn a faint outline of a HUD projected on the inside of the canopy... just for LOL factor.
I've been looking at the IC int as well... the entire bottom of the int is a stretched. A damn shame.
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Andon
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Post by Andon »

You can always pull the model and remap it...
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Spinoza
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Post by Spinoza »

Andon wrote:QUOTE (Andon @ Jul 23 2009, 07:39 AM) You can always pull the model and remap it...
I'm not sure I can do it once, much less always... :P
Seriously, it's not worth the trouble in this case, though I may ask for your help with milkshape so I can view the way the models are textured. Sometimes it not so easy to tell just by looking at the texture what goes where on the model.
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Quia
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Post by Quia »

The Texture Coordinate Window and bright colours are your friends in trying to sort out what goes where. Milkshape is pretty simple about modifying the mapping, too, just have to drag the vertexes around in that coordinate viewer to change the mapping any which way you like and it shows up instantly on the model. It looks like there's an overlapping vertex or two on the cockpit, just pull them out into hopefully empty space and you can get some detail in there if you want.
And I'm serious about the bright colours. It's much, much easier to identify blue vs yellow rather than anonymous plating vs anonymous plating. See?
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