Oh my god, what the hell is happening? TheSecretArts is starting a texture what is this????
Yeah, I'm actually seriously considering texturing this bad-boy, making it the first model I've ever made fully from scratch, including textures. The one thing I have done so far isn't great, but hey, it's a start.
I've finished the model and the uv and I'm going to see about maybe making a texture for it (if I feel like it : / ). It is 1039 trigons total. Pictures below!
Is that thing on the wing and image or its modeled ? Coz you can do this with texture... instead wasting polys.
It's piping and I already considering just texturing it but because the polycount is already pretty low, and since the mod I'm creating has limited amounts of models on-screen at any time, I can go higher detail. This model (with modeled detail) has fewer polygons than most sc2 models (I'm pretty sure).
Hawt. :) Seriously, that's going to be awesome once we can do animations.
haha, thanks. Awesomely enough, it doesn't really need any animations except a turning animation where the engines rotate along the YZ plane (up/down). It's just getting the particles to work and then it will be "very nice." The texturing is going to be a pain though. (I've only successfully textured one model, and I have never textured a model efficiently and never have used custom textures : /)
This is the first model I've made in a couple years, so bear with me. The last time I made a model was probably two or three years ago and it was a collection of Warcraft 2 models. (only one of them got finished)
This is my Starbridge, it is for use in my Escape Velocity project if I ever hear back from AmbrosiaSW's PR rep on whether I have permissions to recreate their game for Starcraft 2.
It has 856 trigons (many fewer polygons), and is not completed as of yet. I still have to model a few more details on the hull and put a black cap the engines (so you don't just see right through). I'm anticipating a total of around 1000 to 1100 trigons on the finished model.
@Kitadol: Go
I use 3dsmax and Photoshop.
Oh my god, what the hell is happening? TheSecretArts is starting a texture what is this????
Yeah, I'm actually seriously considering texturing this bad-boy, making it the first model I've ever made fully from scratch, including textures. The one thing I have done so far isn't great, but hey, it's a start.
I've finished the model and the uv and I'm going to see about maybe making a texture for it (if I feel like it : / ). It is 1039 trigons total. Pictures below!
It's piping and I already considering just texturing it but because the polycount is already pretty low, and since the mod I'm creating has limited amounts of models on-screen at any time, I can go higher detail. This model (with modeled detail) has fewer polygons than most sc2 models (I'm pretty sure).
haha, thanks. Awesomely enough, it doesn't really need any animations except a turning animation where the engines rotate along the YZ plane (up/down). It's just getting the particles to work and then it will be "very nice." The texturing is going to be a pain though. (I've only successfully textured one model, and I have never textured a model efficiently and never have used custom textures : /)
This is the first model I've made in a couple years, so bear with me. The last time I made a model was probably two or three years ago and it was a collection of Warcraft 2 models. (only one of them got finished)
This is my Starbridge, it is for use in my Escape Velocity project if I ever hear back from AmbrosiaSW's PR rep on whether I have permissions to recreate their game for Starcraft 2.
It has 856 trigons (many fewer polygons), and is not completed as of yet. I still have to model a few more details on the hull and put a black cap the engines (so you don't just see right through). I'm anticipating a total of around 1000 to 1100 trigons on the finished model.
Edit: It would've been useful if I linked my reference material.... http://images2.wikia.nocookie.net/evn/images/0/0a/Starbridge.png