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| 3D WIPs Post your works-in-progress (WIPS) and lets be open to suggestions. |
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| | #11 (permalink) |
| Stargate Modeler | The texture map looks pretty good. When I did my Daedalus I used a 3 shade setup, one for the base model, A 5-10% lighter one for the raised panels and then a 20-30% darker one for details I wanted to pop out. Little things like that to give it some depth (you don't want all you detail to just blend in) and I think your more or less set. |
| Current Projects -> (Stargate) | USAF Excalibur | | USAF Ares and USAF Daedalus | | USAF Phoenix | "Those who say it cannot be done should not interrupt those who are doing it." - Chinese Proverb "The bullet of justice caps evil's ass, remember that" - Excel Saga Calling All Stargate Fans | |
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| | #12 (permalink) |
| SFM Guru | Its a very good start. Some tipps to your poly count: especially on the details, nurnies and lil'gizmos watch for segmentation! a round cylindrical or spherical detail part, thats very small in comparison with the overall ship can have greatly reduced segments without anyone noticing it. For Instance, a tube on the ships hull can with good conscious be modelled with just 10 or 12 sides. No one will ever notice it. Another crit on the texture. UVW map and texture bake your primary hull. Take teh texture to photoshop are some other fancy grafics program and add dirt and shadows and a "worn look" to the texture that corresponds to the hull panels and details. Right now the texture runs totally off track on the edges of the hangar bay. By smoothing or adding drawn details to the map in those areas you will greately improve your model. I hope this helps a bit and you get, what I mean. Greets, Merl |
| If Windows is the solution may I please get back the problem? | |
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| | #14 (permalink) |
| Organic Mass | you've gotta be careful with the areas, that are textured with your tileable texture. for example, the runway for the 302-bays would never look like that. also, masking some parts with a slightly different texture would help, taking away that tiles look. |
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| | #15 (permalink) |
| SFM Nugget Realname: Martin Steil Join Date: May 2008 Location: Germany
Posts: 71
| yes of curse... i will create a sekond one for the special areas which dont have suth a panel/plate look... thanks for the usefull tipp. |
| Last edited by SGA_Maddin; 06-09-2008 at 01:56 PM. | |
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| | #20 (permalink) |
| SFM Nugget Realname: Martin Steil Join Date: May 2008 Location: Germany
Posts: 71
| One Year Since exactly one year I have worked on my Daedalus and now she is almost finished. Maybe you think one year is too mutch for sutch a modell but I have started with 3d only 1-2 month before I started with the Daedalus. But I create some other modells too in this time so I dont work on the Daedalus the whole time. |
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