Author Topic: ChiefBrex's WIPs List - Current Projects: Rigel Class & TOS Pack (03.05.17)  (Read 55554 times)

Offline CyAn1d3

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #220 on: July 31, 2012, 09:55:42 PM »
thats strange, because i use that res and ive never had problems with them getting squared?

i did the windows for my MKII galaxy using this method, those arent squared  :idk:
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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 #221 on: July 31, 2012, 10:00:46 PM »
I'll post pics tomorrow.

Offline eclipse74569

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #222 on: July 31, 2012, 10:24:12 PM »
Wait...Fed Starfleet Squared?   Isn't that the one they use for the registries????  If so I think there might be a solution...Search for the font called Jefferies, and when you use that, use the stroke key, set it to where it looks right, and then merge that into an empty layer.
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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 #223 on: August 01, 2012, 01:41:32 AM »
2048x2048

Would you show me the unwraps please?
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Offline CyAn1d3

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #224 on: August 01, 2012, 02:05:43 PM »
Wait...Fed Starfleet Squared? 

no no no. i use the BOLD Starfleet. its the SAME font as the regestry fonts, just without the outline to it.

it has rounded edged "I"s.

ive ALWAYS used that font for my windows since wiley taught me the trick years ago.
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Offline eclipse74569

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #225 on: August 01, 2012, 03:04:58 PM »
That'll work too lol
Humankind cannot gain anything without first giving something in return, to obtain, something of equal value must be lost.  That is alchemy's first law of equivalent exchange.  In those days we really believed that to be the world's one and only truth~Alphonse Elric

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #226 on: August 01, 2012, 04:37:48 PM »
I've got the Bold type as well. So that should work. Only problem is, I already rasterized the damn layers -_-;

Here's my Unwrap Adonis: http://i101.photobucket.com/albums/m61/ChiefBrex/Rigel%20Class/Rigel01.jpg

Offline CyAn1d3

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #227 on: August 01, 2012, 05:49:59 PM »
Leave your windows in vector. Only rasterize them when you go to light them and do the alpha channel, wich should be your last step in the texture map. Id reccomend leaving as much as possible in vector if you use it to draw textures.

and a reccomendation for your unwrap, you can layer your escape podmapping and only have to draw one in Ps.
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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 #228 on: August 01, 2012, 08:52:53 PM »
Yeah, I was thinking about that, but then, I wanted the escape pod to have individual numbers. Which I can't do if they're all stacked together. BUT, I should be able to fix their orientations so that they're not all friggin crooked...

Offline Adonis

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #229 on: August 02, 2012, 08:15:40 AM »
Here's my Unwrap Adonis: http://i101.photobucket.com/albums/m61/ChiefBrex/Rigel%20Class/Rigel01.jpg

The unwrap is good, however, you could save a lot on the poly count without any loss in visuals if you leave the edges with more segments and as flatter the saucer gets you can weld verts together. Like on my Connie's saucer:



This approach works wonders with spherical objects too when it comes to poly count reduction ;)
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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 #230 on: August 02, 2012, 08:26:32 AM »
I considered that approach, but decided to not worry about it. In tight edges like that, it is difficult to chamfer the edges without them being too small to work with. Besides, the count I'd under 18J.A.B in face, it is around 17.6k now.

Offline Adonis

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #231 on: August 02, 2012, 10:36:19 AM »
I considered that approach, but decided to not worry about it. In tight edges like that, it is difficult to chamfer the edges without them being too small to work with. Besides, the count I'd under 18J.A.B in face, it is around 17.6k now.

I always mesh out saucers in their entirety with the max number of segments, and then weld them away as needed ;) This is more of a technical "as many polies as is needed" thing. It's a mark of a good game modeler :)
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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 #232 on: August 02, 2012, 10:48:09 AM »
True, but to do what you suggest would mean scrapping the model and starting over, because the lifeboats are modeled in, and welding Vers would affect the shape.of the saucer around them. I'll keep this in mind for my next mesh.

Offline Adonis

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #233 on: August 02, 2012, 03:10:28 PM »
True, but to do what you suggest would mean scrapping the model and starting over, because the lifeboats are modeled in, and welding Vers would affect the shape.of the saucer around them. I'll keep this in mind for my next mesh.

You can leave the squares around them intact, and weld the rest, and it wouldn't show ;)
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Offline Darkthunder

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #234 on: August 02, 2012, 05:02:55 PM »
I doubt Adonis suggestions are meant as a complaint in any way. Merely, as suggestions on how you could do to make improvements (either now, or on future models). That being said, I love the work you've done so far.

Far too often, great designs are limited by sub-standard modelling and/or texturing. Just look at STO's ships. Some of the designs look pretty good, but the models are quite ugly (both in textures, and model detail).
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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 #235 on: August 02, 2012, 07:08:14 PM »
I know. That's why I said I'd keep this trick in mind for future meshes. I'm going to leave the Rigel as it is since I've already mapped it and started the textures. I've definitely got more works planned, so I'd definitely take his advice to heart ;)

Offline Adonis

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #236 on: August 02, 2012, 08:08:37 PM »
I know. That's why I said I'd keep this trick in mind for future meshes. I'm going to leave the Rigel as it is since I've already mapped it and started the textures. I've definitely got more works planned, so I'd definitely take his advice to heart ;)

Oh, there's a way to do it without breaking the mapping:

Do the welding on the unwrap first and then repeat the same on the model and it won't break the mapping ;)
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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 #237 on: August 02, 2012, 10:52:54 PM »
I'll keep that in mind if I ever need to use that trick in the future.

Offline ChiefBrex

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 24.07.2012)
« Reply #238 on: August 04, 2012, 11:23:35 PM »
Double Post. Updated the windows using the RIGHT font, and made adjustments to the windows. Also redid the Aztecing.

Offline WileyCoyote

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Re: ChiefBrex's WIPs List - CP: Rigel Class (New Pics on 04.08.2012)
« Reply #239 on: August 04, 2012, 11:31:43 PM »
If you follow the Ent-D's windows, most of them are in sets of 1 or 2, and very few of them are in 3s or 4s, even 5s for the engineering hull.
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