Author Topic: ChiefBrex's WIPs List - Current Projects: Rigel Class & TOS Pack (03.05.17)  (Read 55552 times)

Offline mckinneyc

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 22.07.2012)
« Reply #180 on: July 22, 2012, 05:37:52 PM »
She looks great but does need some ventral phaser coverage

Offline Darkthunder

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 22.07.2012)
« Reply #181 on: July 22, 2012, 06:02:48 PM »
I'd say, go for adding the nacelle pylon phasers. The aft portion of the ship is rather lacking in terms of phaser coverage. Overall, great job Brex :)
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Offline Centurus

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 22.07.2012)
« Reply #182 on: July 22, 2012, 10:13:11 PM »
Add them.

Offline MarkyD

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 22.07.2012)
« Reply #183 on: July 24, 2012, 02:16:00 PM »
Very nice work mate, looks like a good mesh  :thumbsup:

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 22.07.2012)
« Reply #184 on: July 24, 2012, 08:42:03 PM »
Okay, here she is, the completed mesh. Comments are welcome. Unwrapping is the next step. Roughly 18K in polies.


















Offline FarShot

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #185 on: July 24, 2012, 09:21:22 PM »
I like the pylon details.  I see that you decided against additional phasers?

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #186 on: July 24, 2012, 09:30:46 PM »
No, the phasers are on there....

They look pretty obvious in the shots.

Offline moed

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #187 on: July 24, 2012, 10:42:11 PM »
Very well done Brex!

I look forward to seeing the textures on this beauty.

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Offline FarShot

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #188 on: July 24, 2012, 11:33:11 PM »
No, the phasers are on there....

They look pretty obvious in the shots.

*facepalm*

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #189 on: July 24, 2012, 11:39:44 PM »
*facepalm*

*pats farshot on the back* it's ok. You had a long day.

Offline mckinneyc

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #190 on: July 25, 2012, 04:27:07 AM »
Love the ship Brex! The nacelles are my favourite part

Offline Captain_D

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #191 on: July 26, 2012, 12:57:20 PM »
Love the ship Brex! The nacelles are my favourite part

Same here, she has turned out real nice. Great job.  :thumbsup:

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #192 on: July 26, 2012, 07:46:42 PM »
Any know any good UVW Unwrap tutorials? blaXXer's has all the pictures missing, and MarkyD's video has been deleted from the provided URL in his tutorial.

The reason I ask, is, I'm trying to find a way to make the RCS thrusters on my saucer planar so I can properly texture in the thruster assemblies without them looking distorted, stretched, or misaligned. If I have to, I can make them separate, mappable objects for this, but I'd rather not do that as it does complicate things later on. Not to mention, they'd have to have their own separate texture map, and I wouldn't want to do that either.

All help would be appreciated.

Offline CyAn1d3

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #193 on: July 28, 2012, 12:32:16 AM »
Any know any good UVW Unwrap tutorials? blaXXer's has all the pictures missing, and MarkyD's video has been deleted from the provided URL in his tutorial.

The reason I ask, is, I'm trying to find a way to make the RCS thrusters on my saucer planar so I can properly texture in the thruster assemblies without them looking distorted, stretched, or misaligned. If I have to, I can make them separate, mappable objects for this, but I'd rather not do that as it does complicate things later on. Not to mention, they'd have to have their own separate texture map, and I wouldn't want to do that either.

All help would be appreciated.

message adonis, him and DJ taught me everything i know on that subject.

OR go to my WIP thread where DJ basically breaks it down to me on how to prep the model:
http://bc-central.net/forums/index.php/topic,5987.80.html
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Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #194 on: July 28, 2012, 09:02:41 AM »
hmm, I forgot to the the XForm Reset before I started unwrapping the saucer. That might explain why I'm having issues with getting the RCS Thrusters to planar map properly with the saucer as a single object. So, going to have to redo the unwrap. And since I don't have a pre-unwrapped mesh anymore, I'm gonna have to literally clear the Unwrap and start over  :hithead: :bitch: :banghead:

Offline Adonis

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #195 on: July 28, 2012, 03:18:14 PM »
hmm, I forgot to the the XForm Reset before I started unwrapping the saucer. That might explain why I'm having issues with getting the RCS Thrusters to planar map properly with the saucer as a single object. So, going to have to redo the unwrap. And since I don't have a pre-unwrapped mesh anymore, I'm gonna have to literally clear the Unwrap and start over  :hithead: :bitch: :banghead:

You know dude, once upon a time I did show you how to map parts of a mesh separately into the same map ;)
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Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #196 on: July 28, 2012, 04:53:02 PM »
You did. But then we had a falling out, and then I stopped modelling for awhile. Then I tried to block BCC from my mind. Yeah. Stuff got forgotted. But, I'm relearning now. My question now is, if I split the ship up into sections, like DJ and you do, and then reintegrate them later on, the UVW mapping coordinates remain the same yes? Even if I were to combine maps in order to save on the number of textures? For example, if I did the saucer into top and bottom, mapped them, and then re-integrated them to combine the total Unwrap, the coordinates would still be saved yes?

Offline CyAn1d3

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #197 on: July 28, 2012, 05:29:50 PM »
You did. But then we had a falling out, and then I stopped modelling for awhile. Then I tried to block BCC from my mind. Yeah. Stuff got forgotted. But, I'm relearning now. My question now is, if I split the ship up into sections, like DJ and you do, and then reintegrate them later on, the UVW mapping coordinates remain the same yes? Even if I were to combine maps in order to save on the number of textures? For example, if I did the saucer into top and bottom, mapped them, and then re-integrated them to combine the total Unwrap, the coordinates would still be saved yes?

you can even collapse the stack and make subtle changes to the mesh, then apply another unwrap and the coordinates will remain the same. i has to do this for the spacedock

its how im doing two separate models, but technically only mapping one
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Offline Adonis

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #198 on: July 28, 2012, 07:38:30 PM »
You did. But then we had a falling out, and then I stopped modelling for awhile. Then I tried to block BCC from my mind. Yeah. Stuff got forgotted. But, I'm relearning now. My question now is, if I split the ship up into sections, like DJ and you do, and then reintegrate them later on, the UVW mapping coordinates remain the same yes? Even if I were to combine maps in order to save on the number of textures? For example, if I did the saucer into top and bottom, mapped them, and then re-integrated them to combine the total Unwrap, the coordinates would still be saved yes?

As long as you keep the material assignment correct to the way you mapped and put everything together, yes.
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Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #199 on: July 28, 2012, 07:45:33 PM »
Okay, so, when it bring sup that dialog box asking me about Material IDs, which option should I select?