Lowpoly Stingray

Discussion in 'Art' started by f1r3w4rr10r, Nov 11, 2010.

  1. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    i know that flasche
    the problem is in case of the hull i would have to cut it in half, make the uvmap and then mirror and copy it
    but since i already got a full model i wont do that
    and yes i know that i can put those UVs on the map on the same place so they use more of the texture
    im already using this on stuff that can actually be mirrored quite good
    (like rotors and the turret)

    speaking of it im currently working on the turret since i didnt find a simple solution for the hull/engines without making them completly new from start

    so flasche if you know a way, would you mind to tell me how that works? thx ;)
     
  2. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    [​IMG]

    first render of the turret with texture (of course this is not the final one. but i doubt it would look significantly better when i make it...)
    this is just to test the UV map

    so once again im asking around if someone wants to do this
    you get the UV template from me and basically you would just have to paint it

    otherwise is there any way to get the old textures from megel?
     
  3. TheLiberalElitist

    TheLiberalElitist Member

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    well I have suggestion, although kinda noobish. You could take the textures from the NF heavy using the UV map you have already created and modify the texture to fit certain aspects and shapes of the stingray, it would do the job of getting it textured. Would not look the prettiest, but if done right it would look ok and passable for in-game use I would hope.

    You can always go back and modify the texture if needed to polish the look, but just a suggestion all be it a half assed approach. From what I can see the color palette for both models seem to be the same, with the stingray being somewhat redder.

    [​IMG]

    [​IMG]
     
  4. Deadpool

    Deadpool SVETLANNNAAAAAA

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    that tank has a wicked missile pod setup, would be appropriate for lights and meds imo
     
  5. flasche

    flasche Member Staff Member Moderator

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    why does the high poly heavy have to look so much more meaner :(
     
  6. Trickster

    Trickster Retired Developer

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    Exactly what I was thinking.
     
  7. flasche

    flasche Member Staff Member Moderator

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    why not just use the textues from the highpoly? :eek:
     
  8. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    because we dont have them
    if we would have all files from megel there wouldnt be any problem

    and btw i didnt even found a texture for the heavy nor any ground vehicle for NF in the SVN
     
  9. flasche

    flasche Member Staff Member Moderator

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    oh - damn thats bad, didnt know :(
     
  10. TheLiberalElitist

    TheLiberalElitist Member

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    I was referring to using the texture for the heavy in the game directory.

    I modify textures like that when I was still learning (well still am) to texture in Blender.
     
  11. Tuxu

    Tuxu Member

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    i assume from the styling that these models are for NF.
    Very Russian, I like.
    The one thing i would have done different for NF would be to break the symmetry.
     
  12. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    so here is something basically so MOOtant cant come complain to me im doing nothing:

    [​IMG]

    if it looks similar too you
    yes it is the NF level 1 turret texture
    because of a lack of artist skills in drawing i had to use this
    ignore the rear half its not done yet
    i know it looks like shit but this is as close as i can get
     
  13. Trickster

    Trickster Retired Developer

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    Red is a bit bright and shiny for NF. Rest is good, nice work.
     

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