Ground station remake

Spacecrafts, buildings and other 3D asset creation
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

Really i like that uv becouse is more professional but by now i don't have knowledge for work in something like this, i want try first with some little object like xylophis or all the facilities i want to add to this station.

here is a mod if you think that one can be merged in the master i go forward for complete it otherwise give me a bit of time to learn for a better uvmap
Last edited by Nyankosensei on Thu Jan 30, 2014 10:24 pm, edited 1 time in total.
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Ground station remake

Post by bszlrd »

You're version is good, sorry if I was like if it's not. It has some issues, but it's on the good track, and I figured it would be helpful to go trough the whole process on record, so you can peek above my shoulder virtually and see how would I do it. Rendering the video took longer then I expected (and youtube chewed on it too for a while), so I uploaded my UV a bit early most likely. I don't want to offend you or be a smartass in any way, but I'm afraid I do manage that time to time (must be because I teach this to my students these days, and some of them won't put tenth of your effort in the assignment, and then they don't understand what's wrong. But I don't want to make excuses :) ).
So here's how I did it.
It's a bit long, and sometimes it might be too fast, Blender can't really record real time, so please bear with it. :) It doesn't have an audio track, but I'll add something from youtube's offering to it, but for now you have to provide your own music. And you will see that there are a couple if my screw-ups in there and then fixing them when I realized.

And you are right, it's better in the long run if you make your own UV, you will know where are the things. You could just glanc on my version, how I did certain things.
I gone trough your model again after I posted mine, and highlighted some problematic areas I found, I hope that's helpful. (Hope my handwriting is readable).

Edit: I noticed that there wasn't any seam on the model. You removed it, or you just selected the areas you want to work on, unwraped and then pinned them?

Edit2: I've checked your station, it's nice. I like the lighting on it, especially those floodlights illuminating the station name. :) I'll make a PR for it.
walterar
Posts: 95
Joined: Sat Sep 14, 2013 4:48 pm

Re: Ground station remake

Post by walterar »

The Adder still not complete the docking.
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

nozmajner wrote:Edit: I noticed that there wasn't any seam on the model. You removed it, or you just selected the areas you want to work on, unwraped and then pinned them?

Edit2: I've checked your station, it's nice. I like the lighting on it, especially those floodlights illuminating the station name. :) I'll make a PR for it.
I haven't use seam, but after i have see your model i'm learning on it, now i have try with xylophis for know how it work and is really a great help use them, now is too early and heavy for a pr and i have some trouble to export .dds from gimp.

Ther'is a way for fix all those glitches on smoothed surfaces ?

@Walterar
If you have problem with this station sent a issue becouse by now i can't touch the model, if fluffyfreak tell me that i have to change something i modify the model otherwise is a code problem
walterar
Posts: 95
Joined: Sat Sep 14, 2013 4:48 pm

Re: Ground station remake

Post by walterar »

Do not worry, work good with another old mesh. In fact, this station is incorporated to Scout + G14

Someday I will learn to modify this with Blender as well not bother.
FluffyFreak
Posts: 1343
Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Ground station remake

Post by FluffyFreak »

Oh shit I forgot about the shield thing!
bszlrd
Posts: 1084
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Ground station remake

Post by bszlrd »

@Nyankosensei: Which glitch? I haven't seen any shouthing glitch. Or you are asking about strange shading you get when you shade smooth the mesh? You need an Edge Split modifier to fix those, and marked edges where it needs to be sharp instead of smooth. Automatic angle based split not always does the job nicely, I prefer turning it of and using just the marked edges. (W menu / Mark Sharp and Clear sharp.). And you need to set the "Apply modifiers" option when exporting.
I never tried to export dds, but I think I ought to pick that skill up soon.

@fluffyfreak: I've posted an amphiesma replacement hi lod with a "tag_landed" on git for you to play with. :)
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

nozmajner wrote:@Nyankosensei: Which glitch? I haven't seen any shouthing glitch.
With my nvidia i get some bad reflects on tubes and smoothed surfaces, i have solved by giving them different material with different specular in .model file

some play with patterns

Image

Image

@Walterar

Don't use this station now, is too heavy and without lod, can give problems with some video card or old computers, otherwise you can reduce the texture to 2048x2048 for now
FluffyFreak
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Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Ground station remake

Post by FluffyFreak »

@nozmajner, cheers. Just submitted a PR for review, off to bed!
Nyankosensei
Posts: 235
Joined: Wed Sep 11, 2013 8:03 pm

Re: Ground station remake

Post by Nyankosensei »

@Fluffyfreak

I can add a texture LOD ?

Example if i have a big object with texture 4096x4096 i can made a low poly object with different material and texture 1024x1024 ?
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