soul_assassin 1727 Posted January 14, 2006 from what i can gather u have the right and the left sides of the fuselage mapped on the same part, y not split them up if u have space? it will make the chopper look much better as there wont be any mirroring. EDIT and im just talking about the fuselage. Share this post Link to post Share on other sites
LoTekK 0 Posted January 14, 2006 The mirroring is basically because the camo patterns are symmetrical (or at least, symmetrical enough to not warrant doubling the required texture space). Decals and whatnot ("Army", serial numbers, etc) will be on a couple of single-sided quads flush with the surface of the body, and will be set via setObjectTexture. edit: Though to be honest, for some reason the thought of using the previously-unused texture space to un-mirror the fuselage texture hadn't actually occurred to me. Brain fried. Anyways, this layout is about as efficient as I can possibly hope to get it before thoughts of defenestration set in: Share this post Link to post Share on other sites
cl10k 0 Posted January 14, 2006 your model is looking damn good!!! Share this post Link to post Share on other sites
Stewy 1 Posted January 14, 2006 Yes, pure art, Sir, that's perfick - although I'm not sure all of those colourful letters will confuse the enemy... Kidding mate, great stuff! Share this post Link to post Share on other sites
LoTekK 0 Posted January 14, 2006 although I'm not sure all of those colourful letters will confuse the enemy... You obviously haven't been keeping abreast of the latest developments in stealth technology. Thanks guys. I've just about finalized everything, including the decal bits, so I'll be starting on the textures. Tomorrow. Since I typically don't do precision art very wel when inebriated. Share this post Link to post Share on other sites
ricoadf 0 Posted January 15, 2006 Sounds excelent to me Share this post Link to post Share on other sites
metalchris 0 Posted January 15, 2006 nice uvw mapping mate , hope you get a nice tiger texture. btw : i suggest you use one 2048 texture for the hull and several smaller for the smaller parts , like the gun and interior. However the inside LOD should also take use of 2048 textures this way you can make accurate writings. Anyways good luck , Tiger is definitly looking well Chris Share this post Link to post Share on other sites
LoTekK 0 Posted January 15, 2006 Thanks, man, working on the textures at the moment. Quote[/b] ]btw : i suggest you use one 2048 texture for the hull and several smaller for the smaller parts , like the gun and interior. I'll probably do that for any future vehicles I might get around to working on, but for this one, I'll be damned if I'm gonna redo the unwrap. As is, most of the texture space is just about equally distributed among all the bits, so it should be okay. Interior LOD will be getting higher res textures, and probably a more detailed model as well. Share this post Link to post Share on other sites
LoTekK 0 Posted January 15, 2006 Okay, so I had some issues getting this rolling, the main one being that I had clean forgotten about the alpha limitations with the engine. The original UV layout included the cockpit and the optics dome, both of which were to require partial alpha transparency, which wouldn't have been a problem except for the fact that I'm only left with 4 bits of color per channel after alpha. Of course, I only found this out after doing a bunch of selections and other O2-specific stuff, so I had to go off and alter the mappings and reimport. The cockpit and optics dome now have their own textures. Anyways, after all that careful UV layout, I end up with wasted texture space since I couldn't be arsed to remap the now-unused space. I think I should be okay, though, seeing as the above shot is using a 512^2 texture (same layout as shown previously, so in actuality it's more like a 512x256 ), since both TexView and PAA Tool take bloody five minutes to convert a 2048^2 TGA file. Final will use the full 2048^2. Share this post Link to post Share on other sites
thesun 14 Posted January 15, 2006 Looks good..it will be nice to have an australian island in which the camo will fit in Share this post Link to post Share on other sites
Bobcatt666 0 Posted January 15, 2006 Thats ia a bit high for texture res might lag like hell in game thought 1024 x 1024 was the max to keep dencet performance, its why so many other addons lately are unsieable in mp cause they are needlessly high res textures on them. Share this post Link to post Share on other sites
LoTekK 0 Posted January 15, 2006 I may go with a 1024^2 texture, but it'll depend. From what I gather, the issue is with addons using multiple 2048^2 sheets. The Tiger you see above is a single sheet (aside from a 256^2 for the glass, a 128^2 for the optics dome, and a couple of 32x64s and 64^2s for the decals). but if there are issues with 2048^2 sheets in general, there's no problem going down to 1024^2, especially since it looks perfectly serviceable with the 512 sheet, as seen in my previous screenshot. Share this post Link to post Share on other sites
adumb 0 Posted January 15, 2006 Having one 2048x2048 for the exterior is fine. Looking good BTW. Share this post Link to post Share on other sites
metalchris 0 Posted January 15, 2006 There is no problem with 2048 textures... All BWMOD Addons have 2048 textures and no to little lag, which mainly comes from scripts Share this post Link to post Share on other sites
Tigershark_BAS 0 Posted January 16, 2006 What are you modeling that in mate? Looks good! Share this post Link to post Share on other sites
LoTekK 0 Posted January 16, 2006 Thanks for confirming the 2048 issue, and thanks much for the comments so far. Tigershark: I'm using Wings 3D, an open source modeller. Haven't found anything in the last few years that I've been using it in which I can work faster than I can with this app. Quickie update, not a huge amount more done, but did a lot of refining and detailing, as well as pounded my head into the keyboard while trying to figure out and fix a whole load of transparency sorting issues. Think I've gotten most of them sussed, with a couple of minor ones remaining that I'll work on sometime later (the most obvious one right now being the muzzle flash). Share this post Link to post Share on other sites
ricoadf 0 Posted January 16, 2006 Looking good mate Share this post Link to post Share on other sites
adumb 0 Posted January 16, 2006 Oh, dude, that is tits! I mean, that is big fat Oprah tits right there! Share this post Link to post Share on other sites
LoTekK 0 Posted January 16, 2006 Oh, dude, that is tits! I mean, that is big fat Oprah tits right there! I do believe that's the first time I've ever had any of my stuff compared to Oprah's tits. I'm not quite sure how to take that. Cheers, dude. Thanks tankie, Rico. Didn't manage to get too much done tonight, just some more detailing and fixing up, so I figured I should at least throw some flat colors on the rest of the bird so it doesn't look quite so naked. Still plenty more to do. Share this post Link to post Share on other sites
sniperuk02 0 Posted January 16, 2006 Really nice, its progressing along nicely! Share this post Link to post Share on other sites
AngusSingle 0 Posted January 17, 2006 fornicate. that looks ace dude, well done Share this post Link to post Share on other sites
LoTekK 0 Posted January 17, 2006 That pesky law of diminishing returns seems to have started to kick in, as far as time spent vs output. Anyways: Cheers, g'night. Share this post Link to post Share on other sites
LoTekK 0 Posted January 23, 2006 Been pretty busy with RL stuff, so haven't really had any time to work on the textures, just little bits here and there that aren't really deserving of a whole new set of shots. However: Can't find a pic of the gunner's console anywhere. Share this post Link to post Share on other sites