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Posted: Thu Jul 23, 2009 9:04 am
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:

Posted: Thu Jul 23, 2009 11:53 am
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.

Posted: Thu Jul 23, 2009 4:13 pm
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...

Posted: Thu Jul 23, 2009 8:18 pm
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:

Posted: Thu Jul 23, 2009 8:55 pm
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

Posted: Fri Jul 24, 2009 12:37 am
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

Posted: Fri Jul 24, 2009 7:02 am
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.

Posted: Tue Jul 28, 2009 1:40 pm
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.