Need help with textures & models -1 reply

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#1 13 years ago

Hey folks, I've read both the Wrath of Achilles texturing guide and Major Payne's MS3d SOD tutorial. I have a SOD and I want to begin working on a texture for it, but here's the question I've not yet seen answered... How do I know what layout to use for the faces in my TGA file? If this is explained in either of those two documents... I totally missed it. What I'm talking about is, the way the shapes that get laid onto the wireframe are arranged in a single TGA file - how do I know where to put the pieces? And another thing - do any modelers have any comments for a newbie, regarding poly counts and whatnot? I want my new ships to be playable even on older computers, so I need to figure out if my models are "too shapely." ;) Danke mucho, Nathan




[ST]PAdm-Medafusion

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#2 13 years ago

well 3000 polys=3 stock ships 2000 polys= 2 stock ships 4000 polys are kinda high best I THINK the model is at least 3500 polys to me now for the textureing(i am lil confused on the message but..) anyways make a top texture for the ship, then a bottom texture for the ship, then work on the sides of the ship, by these texturing ideas are the best to do WELL at least for me and i was never a great texture and i DID NOT ever make a great texture but that seems the easiet way i can think of. Hopefully Major Payne can explain this better or at least someone else i like to help as best as i can




Major A Payne

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#3 13 years ago

Medafusion. Never sell yourself short on something. At least you've attempted to make your own. My own efforts are, how shall I put this, somewhat undesirable.

Anyway Isotopia, poly counts depend alot of resource cost/build time. However, I've tended to stick to the following guide (you may find varied results so remember that this IS a guide).

- ships that are likely to be built en masse (scouts for example): usually no higher than 500 polys - ships that are likely to have a few built (sovereign for example): up to around 1500 polys

- stations that are likely to be built en masse (turrets for example): up to 5-600 polys - stations that are likely to have a few built (starbases for example): up to 2500 polys

However, certain stations can be quite high. Research stations are a prime example as the player/AI would normally build just one. Same goes for hero vessels. Unfortunately aside from resource cost and build times its entirely down to your planned hardware requirements. I've found that modellers and modders alike tend to create their work using their own pc hardware as guides. This does cause one problem in so much as the more thats involved the longer load times can be, so in the end try to think of these two questions:

Do you want a model thats pretty to look at in an RTS game which isn't really designed for the high poly models of, for example, Bridge Commander??

or,

Do you want a model thats functional and plays well, but looks a little ragged around the edges when you zoom in??

The choice, as they say, is yours. Its just something for you to think about when you model.




Sherman2

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#4 13 years ago
Major A Payne - ships that are likely to be built en masse (scouts for example): usually no higher than 500 polys - ships that are likely to have a few built (sovereign for example): up to around 1500 polys - stations that are likely to be built en masse (turrets for example): up to 5-600 polys - stations that are likely to have a few built (starbases for example): up to 2500 polys

MajorPayne I think you underestimate the game engine sometimes. those poly are desirable but in reallity a modeler wants accuracy so he wants high poly so there would probably be better and more productive: - ships that are likely to be built en masse (scouts for example): usually no higher than 1000 polys - ships that are likely to have a few built (sovereign for example): up to around 3500 polys - stations that are likely to be built en masse (turrets for example): up to 8-1600 polys - stations that are likely to have a few built (starbases for example): up to 8500 polys - god ships that should only be 1(like Providence Class for example): up to 22000 polys.




Guest

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#5 13 years ago

Thanks much for your helps. As for the skin question, I must have missed a brain cell posting out for lunch or something, as I think I get it now - you apply the skin to the SOD **IN** Milkshape 3D, yes? Nathan




[ST]PAdm-Medafusion

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#6 13 years ago

if u made it out of milkshape 3d then u apply the texture in MILKSHAPE 3D first then make all the Hardpoints ETC.ETc. then you export it and best if you test it in STORM 3D i belive the textures/may or may not be there - to load the model (sod) then + to view it in Storm