well I've been putting off posting on polycount for long enough I suppose. My teacher has been bugging me to put this up so here it is. This is a piece I've worked on here and there. I'm getting close to being done but I know it still needs more. So tell me what you think and any suggestions you might have.
The main map is a 1024x1024 that I'm reworking to fit as many of the misc maps in as I can. I also need to pull all my alphas on a single map. I'll post the maps when im done. The shadows are a mix of an occlusion map with some hand painting. This is my first post so I will be checking back often so if you'd like to see a specific screenshot feel free to ask for it.
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heres a wireframe for you fuxer. The 1024 map is the map size I use when working on a model. I'm going to downsize it to a 512 map when I'm closer to finished. I was thinking of doing some rust stains to try and give it a more metal feel. As for the window. I originally planned to do a cockpit interior with an electro over shield as the covering but I changed my mind since the time I have to work on this is low right now. When I get the shell done I'll be going back in to do the interior. Thanks for the advice. I'll try pulling the highlights out more to see if I can get it pop.
http://pioroberson.com/modelpages/info_fzerochallenge.htm
well here's my main uv layout. I just had to move stuff around so I could fit it all back into one map. I still need to merge my alpha maps into one but that will be a quick chore. now onto the painting. I have a good idea from the suggestions on how to go about it now. thanks. I'll post when i've got something to show.
looking good! great uv layout. I like working on smaller texture maps myself, i've never actually created a 1024 one
HERE are some thoughts on painting true sise vs resizing by poopinmymouth (Ben Mathis).
keep it up!
But it's a nice model and I like it over all.
fuxor is right about metal highlights and glass.
I think the wings should be a bit larger, might not be too stable as small as they are.
you do have some wasted polys. easy ones to see are at the front of the intake and continueing over the hull. They add no detail.
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They preserve vertex shading, which is just as important in most cases.
mmmm if your can\allowed add some rim shading (mario galaxy) for some nice cheap bling
See Carlos? They don't bite +)
I have to agree with Baddcog, the wings are too narrow, especially since there are no rear stabilizers. Look at the Chinese J-10 , The USAF F-35 JSF and the F-22 Raptor for reference-- the longer the wings (not wingspan, but length from nose to tail), the more stability and speed the plane can achieve. I think a cool thing to see would be forward-swept wings, like NASA X-29, or the Sukhoi Su-47 Berkut. The forward-swept wings also promote more maneuverability at high speeds. Either way, all that's just my opinion.
My actual crit would be the placement of your "caution" decal-- not a very useful spot. Perhaps on the underside of the exhaust nozzles, or more likely on either side of the nozzles. The idea of a warning label is that it should be read from the ground, when the plane is grounded and starting up, you want people to know to get the fuck away from the engines. Also I noticed the rear ports for the rocket pods are cut off in the texture, but that's just a matter of tweaking the UVs.
So I know most everything I said is basically useless at this point, since you've already modeled it and UV'd, but I thought I'd give you my $.02 anyway :P
I've been doing some metal texture tests and I think im getting close to the look I would like to apply to this model. Next will be the cockpit covering. I wanted to do the electromagnentic look to it but I could use some help on how to get that effect on the texture and make it look good so if you have suggestions.
The real question is whether you want it to look like it would really work, or just look really cool. If the former then Wipeout's right about the wings, and you should probably go with the body length wing in the above set. If you just want it to look cool though your original design gives a much more interesting shape to the aircraft in general (IMO).
The fact that you *don't see planes like that makes it different and somewhat cool. It would never fly very well (if at all), but unless you're building it to actually fly who gives a shit - certainly your avarage games physics engine won't
That said, if it was me (and it isn't, but if it was), I'd add two small stableisng (sp?) wings coming out from the underside of the nose - A bit like miror images of the tail fins. I'd also put a lot more signage on the thing (and this is talking real instead of cool again, but just an observation), real aircraft are covered in signage of all sizes, and for me it always adds a little extra realism to a texture to see lots of the relevant sorts of signs there.
I'm not sure what you mean by "electromagnentic look"...
heh I was wondering when it was going to be said Caseofchill Dabu has been holding that over my head this entire model. It will be dirty, I dont think Dabu will let me have any other way lol.
but i like the original best
Right now I've got a decent looking metal texture but the problem im getting is that I just dont have enough pixels per panel for the details to really make any noticeable difference. I'm not sure if there's just a better way for me to unwrap the model or if I'm just not approaching this properly with a 512x512 map.