Textured objects

The land-based version of Allegiance, under construction.
karate5662
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Post by karate5662 »

Hockfire sent me a model to texture. i hope i'll be able to do some more.

heres the belter stealth fighter:

^click for a larger image^

anyone mind if i try to make a userbar?
Last edited by karate5662 on Sat Feb 09, 2008 2:51 pm, edited 1 time in total.
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Cadillac
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Post by Cadillac »

Go ahead!
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the_dare
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Post by the_dare »

suggestion: Needs more detail! these models dont need to be as low quality as alleg ones!
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Hockfire
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Post by Hockfire »

This is a very good start for textures. But here are some advices:

1º - Concerning resolution - Make textures larger, like, hum, say... 500 x 500 or 1000 x 1000. That one looks too 'pixelized'.

2º - Concerning materials - Have in mind Belter's natural colors - brown, black, etc. It will give it a more 'Belters Feeltm', since the materials you used look like they're leaning thoward IC (whose natural colors are white, light blue, dark blue, and black).

3º - Concerning textures - Don't forget the Belter's textures (pieces of metal fused togheter, lots of tubes, bolts and random crap, the neon signs, the (soft) grafitty, the fuel oxidation, the General oxidation, the dirt in the windows corners, etc (windows = black). I would classify that texture as TechnoFlux (you know, their exposed chips, wires everywere, exposed mechanisms, etc.)

But hey, great work!

EDIT. Instead of logging into Alleg, you can always check out the Academy for images of the diferect factions: LINK
EDIT#2: Use PhotoBucket! /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
Last edited by Hockfire on Sat Feb 09, 2008 4:12 pm, edited 1 time in total.
doofus
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Post by doofus »

Hockfire wrote:QUOTE (Hockfire @ Feb 9 2008, 03:52 PM) 1º - Concerning resolution - Make textures larger, like, hum, say... 500 x 500 or 1000 x 1000. That one looks too 'pixelized'.
You'll want to stick to "power of two" texture sizes, so use 256, 512, 1024 etc. dimensions. The model looks good but could use more polys, given you aren't using the Allegiance engine.
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karate5662
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Post by karate5662 »

ok, thanks!

I'll find a way to add neon signs and stuff.
the new textures will be 2048X748

thanks for the pictures

and...
I can't use photobucket because it won't let me upload on my desktop...
'doofus' wrote:The model looks good but could use more polys, given you aren't using the Allegiance engine.
I didn't make the models, Hockfire did.

EDIT:here's some new renders:







Last edited by karate5662 on Sat Feb 09, 2008 6:12 pm, edited 1 time in total.
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Hockfire
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Post by Hockfire »

Holy cow, awesome!

But belters is more rusty and not so Tribes2 like /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />

The detail in the back is great, but the green circles of the SF are still pretty blurry, more resolution! (for the circles, i mean, not the texture map).

The resolution of the body is fantastic.

Edit: If you just add a rusty 'noise' in the texture and enhance the green circles, it would be perfect
Last edited by Hockfire on Sat Feb 09, 2008 8:36 pm, edited 1 time in total.
XP105
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Post by XP105 »

the green circles are still a bit blurry, but i think if you just edit them it will be great
Last edited by XP105 on Sun Feb 10, 2008 10:36 pm, edited 1 time in total.
karate5662
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Post by karate5662 »

err...
hockfire, i just looked at your faction model thread and the model you sent me doesn't quite look like the one there.
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Hockfire
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Post by Hockfire »

Yes, it got crumped after the .obj conversion....

It was like this before:
Last edited by Hockfire on Mon Feb 11, 2008 8:16 am, edited 1 time in total.
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