IC scout hi-res texture

A place to discuss user-created Allegiance 3D models, textures, images, and other visual ingame content.
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Quia wrote:QUOTE (Quia @ Jul 23 2009, 09:05 AM) 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?
Wow!
That looks exactly like I what I imagined a good GUI for this task would look like.
I'm usually so annoyed by the UIs in graphics programs... this one seems so well designed I'm definitely going to give this a try. If remapping is just a matter of moving the vertexes I might actually do it.

Thanks Quia! :iluv:
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Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Hey!

How'd you do that fancy color coding thing?!
And which version of milkshape is that? Doesn't look like the one I got.

EDIT: I understand that it probably has something to do with group. But is it possible to select a vertex/face in the texture view and see where on the model it shows up? As far as I can tell my selection only carries over from the 3D view to the texture editor but not back.
Last edited by Spinoza on Thu Jul 23, 2009 12:00 pm, edited 1 time in total.
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Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Quick and dirty solution to texturing problems:
I screencapped the texture editor in milkshape and stuck it as a layer in the new texture PSD. :cool:

PS
At the rate I'm working, two weeks™ is actually a good estimate. I'll do 80% in a week and do and re-do the other 20% in the other week untill I'm satisfied...
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Quia
Posts: 159
Joined: Sun Feb 12, 2006 8:00 am

Post by Quia »

My Milkshape version is 1.7.4. There may have been changes to the interface since then, probably nothing major..
As for the colours, unfortunately that's not a fancy milkshape setting, just some photoshop work. I generally mask off the areas that aren't mapped to anything, so I know what to actually work on, and then if there's anything that I'm not sure of the position of, I colour the various sections to see where they go. ..eh. Easier to show than to explain. Example ahoy! fig13.psd Mapping, mask, and COLOURS.

I don't think there's a way of passing selections from the texture window back to the model, but if you have 'redraw' checked, you can see how moving said selection effects the mapping on the model, which does show you where it is..

Good luck on finishing it in Two Weeks! :lol:
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Zapper
Posts: 1306
Joined: Sat Jan 29, 2005 8:00 am
Location: Denmark

Post by Zapper »

Sry Spin...

I had a crash on my PC.. damn windows
Either way.. i have a WIP on the scout in .ai DOWNLOAD
I belive it is finished it so the cut outs should cover the whole model... please inspect it and correct the missing cuts.

This is the png version... BMP are to huge


And the link to the BMP version for download it can be made to a *bmp.mdl with the MDL tool and viewed in the mdl viewer.

Here are all the logos i made so far






Enjoy
Zapper
Life suck's and then u play Alleg.
-.. ..- -.- . -. ..- -.- . .----. . -- .. ... - .... . --. .-. . .- - . ... -
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Adaven
Posts: 1959
Joined: Sat Oct 25, 2003 7:00 am
Location: Greater Ozarks

Post by Adaven »

The Great thing about IC is that once you've got the scout done, you'll have most of the SF and Bomber done as well.


Also, here's some logo stuff from the MS Source Art we got from Repete:

Outline

Colored
Last edited by Adaven on Fri Jul 24, 2009 12:40 am, edited 1 time in total.
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Thanks for all the help everyone! :iluv:

Re: colorz
I did pretty much the same thing...
Only problem is that there are odd superimposed polys here and there. For example the two isolated squares in the middle... I painted the SOBs red but they don't show up anywhere on the model... doesn't really matter if they're not visible but I still wish I knew.
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Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

I got a bit sidetracked researching the finer points of milkshape and MDL files but I'm back on the ball.
Here's an early comparison of the 512x512 (MS source art) to my 1024x1024.
Right now I'm tweaking the embossing needed for the detailing. It's probably the hardest bit to get right.
The colour looks a bit off because the sides of the scout should be airbrushed.



IMO the pipes/grooves look too thick. In the low res version, they have to be.
I think I'll make them thinner in mine. I'll probably move them around too.
I welcome your input.
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