Author Topic: McKinley Shipyard [WIP]  (Read 6060 times)

Offline MarkyD

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Re: McKinley Shipyard [WIP]
« Reply #20 on: April 04, 2009, 11:47:58 AM »
He already said he was scaling this on DJ's galaxy  :wink:

Offline Dalek

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Re: McKinley Shipyard [WIP]
« Reply #21 on: April 04, 2009, 11:53:17 AM »
It's only a page long and I missed it? Damn... :P

But yeah, this is looking good mon Capitane. I would love to have this tucked away in my install. :D
"To live on as we have is to leave behind joy, and love, and companionship, because we know it to be transitory, of the moment. We know it will turn to ash. Only those whose lives are brief can imagine that love is eternal. You should embrace that remarkable illusion. It may be the greatest gift your race has ever received."

 - Lorien

Offline Capitan_Picard

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McKinley Shipyard [WIP] - Update
« Reply #22 on: April 25, 2009, 06:49:09 PM »
Update. Trying my hand at texturing as you can see, but I don?t really like how they look. Maybe they are too big or maybe I?m not texturing them right. The poly count for the station is 11,427 vertices and 21,707 faces. I don?t know how this fits in comparison to other models for the game. I tried to keep the count down so that the whole range of PC can use it. The station is indeed scaled to fit DJ?s Galaxy as it?s an amazing ship he made. I have not tried it with the other models but when I finish it up now that I am done finals I?ll post some pictures with them with the station. Like always C&C always welcomed.

Offline rengers

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Re: McKinley Shipyard [WIP]
« Reply #23 on: April 25, 2009, 07:23:27 PM »
nice start!
How have you mapped the station( how many maps?) and
which texture size do you use?
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Offline Capitan_Picard

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McKinley Shipyard [WIP]
« Reply #24 on: April 26, 2009, 06:59:56 PM »
Right now I am using 4 maps, as seen below, all with a size of 1024 by 1024. Is this a good size to use or should I change it?

Offline ACES_HIGH

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Re: McKinley Shipyard [WIP]
« Reply #25 on: April 26, 2009, 10:00:30 PM »
for something like this, that's more then enough.  Although if that brown one is going to stay a solid color, it doesn't need to be that big.

Offline rengers

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Re: McKinley Shipyard [WIP]
« Reply #26 on: April 27, 2009, 04:29:14 AM »
1024 by 1024 is ok too, but maybe you want to consider to use instead of these 4 maps
one single map with 2048 by 2048, but this is up to you!
If possible, make the windows on the side wall of the station a bit bigger, so they will become
a bit sharper. ( with bigger i mean increasing the mapping of these sidewalls)

These are just suggestions, you don't have to follow them :wink:

I'm really looking forward to see the final station :D
"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." - Albert Einstein (1879-1955)

Offline Capitan_Picard

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Re: McKinley Shipyard Update!!!
« Reply #27 on: May 28, 2009, 08:39:54 PM »
Hello again everyone I hope everyone is well. I am sorry the slow progress of this project, due to the learning curve, HDD crash and a stab at the ROM contest I haven?t had a lot of time. Anyway I believe I am almost done. I can get the model in game, but I?m still having some issues with the textures.

I am trying to get the alpha channel down. I followed this tut http://bc-central.net/forums/index.php/topic,4569.0.html but it needed a light map layer so I followed http://bc-central.net/forums/index.php/topic,2209.0.html but the file I got out of it did not look like the black and white alpha layer. Can anyone help me in how to make a light map layer so the windows glow with maybe a spot light?

Also I am not quite sure how to make speculars so if anyone has any pointers on that topic it would be greatly appreciated. As for the texture do I just export the model with the texture on it and then both go in the game directory together? The last picture a jpeg of the texture file for people to check out and see if I did it right. I can email you the PSD file later if there are alterations needed. 

Offline Kirk

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Re: McKinley Shipyard [WIP]
« Reply #28 on: May 28, 2009, 08:55:07 PM »
I can give you a hand with the glows. If you want spot lights added, email me the whole package (.max file, and all related .psd's) and I'll bake in some lights for you.

Offline Capitan_Picard

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Re: McKinley Shipyard [WIP]
« Reply #29 on: May 31, 2009, 03:18:55 PM »
Ok thank you very much Kirk. I am just going to touch up the textures until I am happy with them and then I will send it to you. If you have a second could you also explain it later so I could potentially do it next time? Am I suppose to put the spot light in the 3ds max scene and then bake it? How do i do all the windows then? I am just asking to know for the future so I'll send it to you when I am done. Thanks again.

Offline Kirk

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Re: McKinley Shipyard [WIP]
« Reply #30 on: May 31, 2009, 11:05:11 PM »
When you send it over to me, I'll put together a step-by-step, tutorial for you (and maybe post it here.) It'll be easier than trying to get our two schedules to line up (so I can tell you in real time.)

Offline Capitan_Picard

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McKinley Shipyard [WIP] - Help!!
« Reply #31 on: June 04, 2009, 10:41:39 PM »
Ok so I have a slight problem. Finally after much research and even more trial and error I have managed to nearly complete the project. However as you can see below there are a few sections of textures that don't show up on the model in game. Can anyone help me figure out why this is happening?  Thanks.

Offline Kirk

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Re: McKinley Shipyard [WIP]
« Reply #32 on: June 04, 2009, 11:37:44 PM »
I'll have it fixed for you mate, no worries. ;) I noticed that when you sent me the package.