It's more important to have a consistent UV island (or texel) size opposed to squeezing the most out of the landing pad and give the remainder to the other things. The building is at least as important for example, and it will look like a sloppy hack job if the difference is prominent. And it's visible on the tanks for example. Some parts could be a bit bigger, mostly small things which need some detail, like the fuel kiosks, but even then it's not a good idea to have too much difference.
You can shave off a bit by keeping the areas which are barely visible (like the back of the tanks) small, but the front side is a dead giveaway.
And unwrap the hemispheres of the tanks like you would peel an orange to minimize stretching. Same for the hoses next to the fuel kiosks, they seem to be like they aren't even unwrapped on that image.
The little displays on the tanks bugging me partially because their placement isn't really sane, you would need a ladder to check them. And also they degrade the sense of scale, right because they look like if they should be easily readable, but that's only possible if the upper one is about eye level. I think a similar kiosk or terminal at the end of the tubes, like the one you have next to the landing pads would be better for that.
Reuse has some point about markings on the tanks, but I don't see much problem with having those icons on them. But color coded stuff is a good idea. (I'd shrink them even more though, the more I look on those images, and also they shouldn't be on the middle of them.) Tank railroad cars might give some good ideas for those:
http://laacush.blogspot.hu/2012/05/tart ... vitas.html
or
upload.wikimedia.org/wikipedia/commons/6/69/Szentes_vasútállomás_YP_tartályvagon_2010-08-10.JPG (stupid links with accented letters)
There's even text for the contents: "FÁRADT OLAJ" - waste oil.
About the decal: Scaling things only on one axis should be avoided altogether. It looks very sloppy, especially if the thing is circular, or has text on it. (Or if proportions are important, which is the default case anyway.)
And another note: the AO pass is way to grainy. You should increase sample count to clean it up.
And sorry for the nit-picking. :) I'm an art teacher by trade, so it's an occupational disease I guess. (And our aim is to push these things to be better and better anyway :) )
This station is coming along nicely, you should be proud of the work you already put in it.
Ground station remake
-
- Posts: 235
- Joined: Wed Sep 11, 2013 8:03 pm
Re: Ground station remake
I have enought patience the real problem is my poor little brain for that i ask at every step if i can do something better, what i don't like is redone the same thing 3 or 4 time just for my failure
Tell me if now can be good
and those are my bake export settings
Honestly, I'm here to learn and have someone who knows how to direct to the right path is a great help.
Tell me if now can be good
and those are my bake export settings
Honestly, I'm here to learn and have someone who knows how to direct to the right path is a great help.
-
- Posts: 235
- Joined: Wed Sep 11, 2013 8:03 pm
-
- Posts: 235
- Joined: Wed Sep 11, 2013 8:03 pm
Re: Ground station remake
@Reuse
you seems very knowledgeable about the storage of fuel or gas, if you have some color code to suggest for those gas i'm happy to implement them.
you seems very knowledgeable about the storage of fuel or gas, if you have some color code to suggest for those gas i'm happy to implement them.
Re: Ground station remake
I't no way failure. On the contrary, since you are dedicated and patient enough to make these tiny steps. And it's now way a poor little brain, if it's willing to ask. (Some of my students never ask a proper question which shows in their work).
Maybe you could send the current status of the model (source files) again, so I can properly go trough it now. I'm at home now on my short weekend, so I have time to do it properly (exam's over thankfully). This way there would be less ping-pong with it I hope. :) It's a bit hard and slow to iterate anything this forum way, but larger chunks may speed up the thing. Maybe you could come to IRC sometimes, it might be a bit easier and faster that way.
You have to look for sample size for AO in the World tab.
And sadly there are some stretching still.
Maybe you could send the current status of the model (source files) again, so I can properly go trough it now. I'm at home now on my short weekend, so I have time to do it properly (exam's over thankfully). This way there would be less ping-pong with it I hope. :) It's a bit hard and slow to iterate anything this forum way, but larger chunks may speed up the thing. Maybe you could come to IRC sometimes, it might be a bit easier and faster that way.
You have to look for sample size for AO in the World tab.
And sadly there are some stretching still.
-
- Posts: 235
- Joined: Wed Sep 11, 2013 8:03 pm
Re: Ground station remake
For fuel the colors Red (Gasoline), Yellow (Diesel) and Blue (Kerosene) is used (http://en.wikipedia.org/wiki/Gas_cylinder#Color_coding)Nyankosensei wrote:@Reuse
you seems very knowledgeable about the storage of fuel or gas, if you have some color code to suggest for those gas i'm happy to implement them.
For Hydrogen almost always red is used. For example http://www.boc-gas.co.nz/internet.lg.lg ... _82369.pdf suggest "Signal Red" for hydrogen containers.
In the EU there is a standard for color coding gas bottles (EN 1089-3).
Radioactive materials are often stored in yellow containers.
I am not aware of any special markings for water containers.
So I would recommend:
H2 - Red
Fuel - Blue
Radioactive - Yellow with big radioactive sign
Water - Grey
Re: Ground station remake
I've gone trough the model and remade the UV layout. I won't do it any more :D, but I've recorded the whole thing, so you can see my thinking when I work with the UV-s. The video is rendering right now (and it will do that for a while.), but until that, the model could be useful.
The UV scales are mostly uniform, there's only a minimal stretching on the corners very tiny details, like on those little poles at the end of the pad. Only the not too visible parts got shrinked (the underside mostly) and I enlarged the UVs of fuel kiosks a bit, since they are more close to the player usually.
Most likely you can separate the kiosks from the landing pad, and have them as floating geometry. i think they are large enough to not cause any flickering. And that way the pad can have quite lower tri count. But you have to test that. (I've already separated the one under the 3D cursor. If it works, you just need to separate the others (Y key after selecting it) fill up the hole with the ngon (F), then selecting the pad tris anf the new ngon, and F, then triangulate (ctrl+T). It will preserve the uv layout.). The same could work for the connector for the tanks too (you should test that too, it's quite small, so could be problematic), and even the tank holders could be separated from the wall (it's safe, they aren't really visible anyway.). You made a nice clean mesh, but these might warrant floating geometry.
You might want to add some air conditioning ant similar to the roof to make it a bit more detailed. Maybe even a stairwell and a terrace too. (just some ideas, the station already looks good.)
I've checked the mesh for NGons, and it should be clean, but you might want to double-check just in case. [urlhttp://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/MeshLint]This addon[/url] can help with that.
When you bake the AO, you might want to do that twice, first with a margin of a several pixels, to avoid any glitch around seams, but the UV-s are tightly packed on some areas, so a second bake without margin will clean those. (Don't forget to uncheck the clear image when doing that.)
The UV scales are mostly uniform, there's only a minimal stretching on the corners very tiny details, like on those little poles at the end of the pad. Only the not too visible parts got shrinked (the underside mostly) and I enlarged the UVs of fuel kiosks a bit, since they are more close to the player usually.
Most likely you can separate the kiosks from the landing pad, and have them as floating geometry. i think they are large enough to not cause any flickering. And that way the pad can have quite lower tri count. But you have to test that. (I've already separated the one under the 3D cursor. If it works, you just need to separate the others (Y key after selecting it) fill up the hole with the ngon (F), then selecting the pad tris anf the new ngon, and F, then triangulate (ctrl+T). It will preserve the uv layout.). The same could work for the connector for the tanks too (you should test that too, it's quite small, so could be problematic), and even the tank holders could be separated from the wall (it's safe, they aren't really visible anyway.). You made a nice clean mesh, but these might warrant floating geometry.
You might want to add some air conditioning ant similar to the roof to make it a bit more detailed. Maybe even a stairwell and a terrace too. (just some ideas, the station already looks good.)
I've checked the mesh for NGons, and it should be clean, but you might want to double-check just in case. [urlhttp://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Modeling/MeshLint]This addon[/url] can help with that.
When you bake the AO, you might want to do that twice, first with a margin of a several pixels, to avoid any glitch around seams, but the UV-s are tightly packed on some areas, so a second bake without margin will clean those. (Don't forget to uncheck the clear image when doing that.)
-
- Posts: 235
- Joined: Wed Sep 11, 2013 8:03 pm
Re: Ground station remake
OK give me 2 or 3 month just to forgt what i have done by now and i restart texturing this one
Re: Ground station remake
You don't need to restart most of it. You can bake the old textures to the new one. (Sans AO, that would ruin it most likely).