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Forum Index » » Fan Art » » new kluth heavy dessy mkII
 Author new kluth heavy dessy mkII
Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-08-27 11:07   








446 poly model. texturing is giving me a hard time, just cant figure it out. (i have no patience)

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-08-27 11:29   

You may have something there. Looks interesting.

Any larger pics?
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-08-27 11:33   
give me 3ds max lessons and i will send you the model
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-08-27 11:45   
Quote:
On 2013-08-27 11:33, Ravendark wrote:
give me 3ds max lessons and i will send you the model




Heh.

I'll be honest with you. I learnt 3DS max completely off Youtube.

For creating models for DS, the most important thing you want to learn is how to create your mesh, and how to UV Map/texture it.

For this, you only have to refer to fundamental demonstrations. You can put 2 and 2 together and apply it on more complex models later.


Here, use these youtube demos.

MESH -
Creating a basic plane in 3ds:
http://www.youtube.com/watch?v=ToQ6vDReRFM

How to model an F-16 fighter in 3ds (Part 1). You can follow the links for Part 2 onwards in the link too.
http://www.youtube.com/watch?v=75w3kvEpg6I


UV Mapping/Texturing:
How to UV map an object:
http://www.youtube.com/watch?v=snIhrVeKCus

A more advanced example of UV Unwrapping
http://www.youtube.com/watch?v=iMyxxny4QoE


Texturing? Texturing is basically painting over your Unwrapped parts. Or placing your unwrap parts over preset textures/pics.


I hope these videos will help you. They certainly did for me.


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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-08-27 12:02   
i learned modeling from yt too... but texturing and UV unwrapping and...makes my head spin 360° and my eye roll in different directions. i will check it out. new post will probably be with textures on it, if im successful.
so moderators, please dont lock the thread (like it was with last one - mk I)

[ This Message was edited by: Ravendark on 2013-08-27 12:02 ]
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-08-27 12:31   
UV unwrapping is tedious. Trust me on that.

But it is worth it. If you think getting your mesh in order was cool, getting the uv mapping done and finally texturing it gives you complete satisfaction. It's like seeing your product get off the production line.


A few things to note though.

- Keep your mesh to quads and tris only. Meaning, all of your faces should be 3 or 4 sided, max. Anything more and you'll get import errors

- Your model can be a unimesh (1 object only) or made up of several objects. If you have several objects, make sure they are all attached at the end of it into one object. Or, as above, you'll get mesh errors.

- You can actually have several texture maps for one mesh, by specifying material IDs for different faces/parts of your model. But the more maps you have, the larger the file will be. And it's always best to keep the model file small for efficiency sake.

The texture map is only the diffuse (color) map of your model. You still have to add in the light map, and the normal map. For ships with antennas, there is an additional Texture/Diffuse and Alpha map on a second material ID and channel.

Specularity maps may or may not be used in DS.

That means, for a ship without an antenna, using a single texture map, you already have 3 maps (texture, light, normal).

A ship with an antenna would have 5 maps in total (hull texture, light, normal maps, plus the antenna texture and alpha maps on another channel)

If you use 2 texture maps for a model, see those figures double.



Some tips:
- To speed up your mesh creations, if you're creating a symmetrical ship (most DS ships are), then you can actually create one half of the ship (along it's longitudinal axis) and then mirror it on the X-axis.

After mirroring, don't forget to collapse the vertices where the two halves meet. Then convert it back to Edit Poly mode.

- If you're making the ship in separate pieces/object, and then mirroring those objects, the mirrored object may have its normals flipped when you attach it to the main model. Don't forget to flip those back.

- UV mapping symmetrical ships. You can actually overlap the UVs to save space on your maps. Overlap the identical halves of the ships. The only thing that you cannot overlap are any kind of distinctive hull markings or emblems, as they may appear mirrored or inverted on one side.



[ This Message was edited by: Kenny_Naboo on 2013-08-27 13:01 ]
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Admiral Valeor Tackle
Admiral

Joined: February 26, 2012
Posts: 106
Posted: 2013-08-27 12:33   
that looks like a gaifen and a kluth

nice model tho
[ This Message was edited by: Admiral Valeor Tackle on 2013-08-27 12:33 ]
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Cold Death
Admiral

Joined: July 24, 2011
Posts: 106
From: Right behind you...
Posted: 2013-08-28 06:26   
Quote:
On 2013-08-27 12:33, Admiral Valeor Tackle wrote:
that looks like a gaifen and a kluth

nice model tho
[ This Message was edited by: Admiral Valeor Tackle on 2013-08-27 12:33 ]




Maybe that's what happened with the Gaifens.. the K'Luth integrated them in their species!
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2013-08-28 07:10   
Quote:
On 2013-08-28 06:26, Cold Death wrote:
Quote:
On 2013-08-27 12:33, Admiral Valeor Tackle wrote:
that looks like a gaifen and a kluth

nice model tho
[ This Message was edited by: Admiral Valeor Tackle on 2013-08-27 12:33 ]




Maybe that's what happened with the Gaifens.. the K'Luth integrated them in their species!





Naw... we just gutted 'em and strapped guns and engines to their hollowed out carcasses.....
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-DBS
Marshal

Joined: January 04, 2011
Posts: 204
From: St. Petersburg, FL
Posted: 2013-08-29 10:33   
Quote:
On 2013-08-28 07:10, Kenny_Naboo wrote:
Quote:
On 2013-08-28 06:26, Cold Death wrote:
Quote:
On 2013-08-27 12:33, Admiral Valeor Tackle wrote:
that looks like a gaifen and a kluth

nice model tho
[ This Message was edited by: Admiral Valeor Tackle on 2013-08-27 12:33 ]




Maybe that's what happened with the Gaifens.. the K'Luth integrated them in their species!





Naw... we just gutted 'em and strapped guns and engines to their hollowed out carcasses.....




Nice...
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Painfulangel
Grand Admiral

Joined: December 26, 2009
Posts: 188
From: Exathra
Posted: 2013-09-01 20:14   
Looks good, but I think you should try to make it look heavier.
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-09-02 02:44   
remake is planned yes. but yeah name just came from its predecessor wich had similar design and can be found in forums too.
could be advanced or whatever the fancy tech thingy.

idea is to add it a spine. maybe re-edit head. engines. its quite low poly for a destroyer so its plenty of space for modifications.

[ This Message was edited by: Ravendark on 2013-09-03 09:44 ]
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Ravendark
Marshal
Sanity Assassins


Joined: July 01, 2010
Posts: 443
Posted: 2013-12-03 11:48   




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Fatal Mack Bolan(WildCards_58th)*COM*
Marshal
Fatal Squadron


Joined: June 12, 2010
Posts: 184
From: home planet: Exathra
Posted: 2013-12-03 12:42   
so kenny, take a look at the icc dessy , you could clean it up and make it DS compatible...........

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