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Old 07-03-2008, 09:10 PM   #21 (permalink)
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well, yet..

Nice images.

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Old 07-03-2008, 09:19 PM   #22 (permalink)
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I love this ship!
fantastic work there, man

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Old 07-04-2008, 03:57 PM   #23 (permalink)
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She looks a beauty. I believe you´ll still work the deflector, but... can i suggest some white or light blue lines, like the Ent-A?

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Old 07-04-2008, 05:19 PM   #24 (permalink)
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I love the short nacelle pylons. Makes the ship look fast.

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Old 07-09-2008, 06:35 PM   #25 (permalink)
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New deflector
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Old 07-09-2008, 10:56 PM   #26 (permalink)
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i like it. that closeup of of the conference room is impressive.
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Old 07-10-2008, 12:57 AM   #27 (permalink)
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Beautifull!! The new deflector is perfect!
All that you need now is some fake map over the windows to make them to look like real ones.

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1-Absolutelly no!!! It won´t be done... You won´t see a ridiculous pokemon as a crew of my ships. And don´t ask me about technobable too, please!
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Old 07-30-2008, 06:39 AM   #28 (permalink)
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Originally Posted by scaramanga View Post
Okay I'm in need of some serious help.
I noticed on the phobos model that Riley did not use 1 texture for the entire saucer. Instead he made a rectangular texture with a few panels on it. Somehow he made the texture follow the curve of his panel element in 3ds max. I have tried to duplicate this for over 5 hours now and it's literally driving me mad!

Does anyone know how I can do this? I've attached an example of the problem with this post.

(And no manually doing unwraps isn't an option)
Sorry I'm a little late to the party, I don't get on here very often these days.

Scaramanga, nice model. I just saw your question about how I mapped the Phobos saucer.

Yes, I used several 'Aztec' panel maps to do the entire Phobos. The advantage is you don't need to do tons of duplication and make one enormous map. Instead a few small, reusable, squared-up easy to paint maps are used.

The trick is to Lathe the saucer with “Generate Mapping Coords” turned on (must be on before Lofting). The UV’s will automatically bend the map to follow the curve. Obviously corrections will have to be made after going nuclear with Shape Merge, but it gets you most of the way there.

For the most part you only need to make one wedge of panels, make any UV adjustments necessary, and duplicate that wedge around to form a saucer. Then you only need make corrections for any individual pieces you modify from the standard panels (cutting in cargo elevators, etc).

Attached is an old example image I found of how the maps went into the Material (note this was Max 3.1). The multiple overlapping maps were to reproduce the pearlescent effect from the first film. It's a very subtle off-white Aztec which glitters with iridescent sub-panels where struck with highlights.

There are brief mentions in the Phobos_OwnersManual.doc (with the mesh file) about what file does what and why, which may be a little helpful (not really a tutorial, just a how-to-operate-this-model doc).

Hope that helps.
Attached Images
File Type: jpg AztecExample.jpg (78.2 KB, 46 views)

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Old 09-02-2008, 07:26 PM   #29 (permalink)
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Thanks for the explination Kevin. As you see I allready found a way to make it work on my model.
All I have left to do now is create fake window maps:

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Old 09-03-2008, 01:25 AM   #30 (permalink)
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Almost if real.
Impressive.

The hull looks as if I'd touch it, I'd feel the irregularities like Data at the Phoenix did....

See the Shadows of Darkness, Hear the Scream of Cruelty...

That's why I've became a Warrior of Heart, Defend the one you like, Guard the one you love...
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