Messed around with it some more today, texturing is tedious...
WIP Firespray-31 (Slave I)
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- minilogoguy18
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Re: WIP Firespray-31 (Slave I)
Perhaps, just will have to see when this texture is done then maybe I can go back and just play around with the hue and saturation to get it to the blue/silver color scheme.
Messed around with it some more today, texturing is tedious...
Messed around with it some more today, texturing is tedious...
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- yuke5
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Re: WIP Firespray-31 (Slave I)
Personally, I think the texture looks GREAT as it is. But yeah, the blue-silver would look cool. Either way, the current model and skin looks awesome. Fantastic work. 
- ANDEWEGET
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Re: WIP Firespray-31 (Slave I)
Id suggest removing some of the colour on the edges of the panelling/plating. Adding a dirt/grunge layer set to luminosity or colour blending mode(in PS) for the colour could make it look better, too. I dunno if you plan to add a flag to the cockpit window but if you don't you might want to paint in a sharper highlight, right now it's a bit soft(unless that's xsi's light).
Good job so far!
Good job so far!
- minilogoguy18
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Re: WIP Firespray-31 (Slave I)
Well I have 1 layer that is just clouds using black, white and every shade of gray in between. I changed it using the blending modes you suggested and both came out with somewhat odd effects.
Is this something like what you're thinking?
The cockpit glass is just a placeholder until I figure out what to do with it, the white glare is part of the texture just to give it some depth so it's easier to look at rather than just being black.
Here's what I'm using for reference too btw.
http://fichtenfoo.net/blog/completed-%C ... s-slave-1/
Is this something like what you're thinking?
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Here's what I'm using for reference too btw.
http://fichtenfoo.net/blog/completed-%C ... s-slave-1/
- ANDEWEGET
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Re: WIP Firespray-31 (Slave I)
I'd go for something sharper than clouds, maybe something like this(http://www.brusheezy.com/brushes/1422-grunge-brushes, press the preview button to see the brush thumbs) in 100% white and luminosity, then adjust Fill/Transparency. If you look close you actually can see a similar effect on at least one of your refs(fichtenfoo-slave1-09), especially on the red parts.
Don't overdo it though. It should just give the colored parts a bit of contrast in themselves. Most of the color should still be pretty saturated(a bit more colorfull than in the last picture).
You could use those brushes for the peeled off paint, too. Looking at the reference the color is gone on bigger chunks but the edges aren't as hard as yours. So for the bigger, flatter parts(the red part) you could go for bigger non-painted areas which aren't just on the borders to the other parts of the ship like you have now.
Especially the peeled off color next to the wing stuff looks a bit weird, this area wouldn't be affected by weather etc.
Maybe desaturate the main color so it's not as brown(your ref is more grey/white). This is most noticeable on the shadows you painted in. Maybe just desaturate those a bit, they're too brown now me thinks.
And these brushes could come in handy for some plain black dirt layer(maybe 10% transp), too!
Don't overdo it though. It should just give the colored parts a bit of contrast in themselves. Most of the color should still be pretty saturated(a bit more colorfull than in the last picture).
You could use those brushes for the peeled off paint, too. Looking at the reference the color is gone on bigger chunks but the edges aren't as hard as yours. So for the bigger, flatter parts(the red part) you could go for bigger non-painted areas which aren't just on the borders to the other parts of the ship like you have now.
Especially the peeled off color next to the wing stuff looks a bit weird, this area wouldn't be affected by weather etc.
Maybe desaturate the main color so it's not as brown(your ref is more grey/white). This is most noticeable on the shadows you painted in. Maybe just desaturate those a bit, they're too brown now me thinks.
And these brushes could come in handy for some plain black dirt layer(maybe 10% transp), too!
- minilogoguy18
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Re: WIP Firespray-31 (Slave I)
Appreciate the feedback, trying to get it as good as possible, I want it to look really dirty like most ships did in the original movies, IMO it's more realistic especially considering all the dust in space.
Hows this though for trying to get the main color closer to a gray/white with a hint of tan like you suggested?
Gonna try out that brush, might just redo the red since it's in a layer by itself and would be quick and easy.
Oh and if anyone in wondering I haven't posted a pic of the underside because it's only got a few simple parts laid out.
Hows this though for trying to get the main color closer to a gray/white with a hint of tan like you suggested?
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Oh and if anyone in wondering I haven't posted a pic of the underside because it's only got a few simple parts laid out.
- ANDEWEGET
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Re: WIP Firespray-31 (Slave I)
Way better now I think.
Now I'd get rid of most of those small white blotches on the geen and red parts and instead put in a few bigger ones.
And saturate the colors a bit.
I'd go for mostly black/grey dust/dirt.
Now I'd get rid of most of those small white blotches on the geen and red parts and instead put in a few bigger ones.
And saturate the colors a bit.
I'd go for mostly black/grey dust/dirt.
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Re: WIP Firespray-31 (Slave I)
Tried out those brushes on the red as well as selected individual panels using the spatter filter to flake paint from around the edges of the smaller ones, I came out with this result trying to use different shades of red, brown and orange, the tones that would be in rust. Let me know what you think of it.
I'm gonna go back and do green areas in the same way if everyone likes the way the red came out, shame I'm not getting more input, 3d modeling forum is pretty dead lately.
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- ANDEWEGET
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Re: WIP Firespray-31 (Slave I)
I like the red parts a lot better! I can't talk for anyone else though.
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Re: WIP Firespray-31 (Slave I)
It starts to look really interesting, keep up the good work and Ande's nice advices. Sorry for not helping you more, but i'm not enough experienced in texturing (i have done like 2 textures with a mouse, but i haven't really finished a texture using my graphic pad). I really need to go back in modeling, but was playing SWTOR too much
. You are on the good way.
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Re: WIP Firespray-31 (Slave I)
^Doesn't have to be technical advice on PS just looking for people who would pick at it so I can improve on it, trust me, you're not going to hurt my feelings, criticism is how you improve.
Here's some more while I'm here, loving the new brushes.
Here's some more while I'm here, loving the new brushes.
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- yuke5
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Re: WIP Firespray-31 (Slave I)
I like the added/discolored rust around the edges. It adds a whole lot of depth to the texture. The cockpit windshield texture lacks detail compared to the rest of the model. Maybe it could be more transparent and reveal the interior, or be more opaque and reflect more light, or even have a slight mirror effect reflecting it's surroundings (I think the last one can be done with the Msh tool Rep Sharpshooter made, however I'm not 100% sure. I'm no modeler, just an appreciative mapper.)
EDIT: Further criticism. I think the windshield needs more prominent lining around it, to separate it from the rest of the cockpit. That would look pretty cool imo.
EDIT: Further criticism. I think the windshield needs more prominent lining around it, to separate it from the rest of the cockpit. That would look pretty cool imo.
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Re: WIP Firespray-31 (Slave I)
Yeah I haven't really done anything with the cockpit glass, kinda just a place holder until I figure something out. Don't think I'm going to make it transparent with an interior that can be seen since I doubt I can make this model it's true scale without crashing the second it tries to takeoff since the hangars are kinda small. Had this problem with the lambda shuttle which is why that one is on hold.
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Re: WIP Firespray-31 (Slave I)
I'd suggest making the cockpit glass texture just transparent enough to where you can barely see the interior. Then just re-use different parts of the texture to texture a very, very simple interior, as you wouldn't be able to make out much detail anyways. Like, go as far as to only use like ~200 tri's for the whole interior 
Nobody will really mind the scale "issues." I don't speak for everybody, but I will just be extremely happy to have a firespray of this quality in the game
Nobody will really mind the scale "issues." I don't speak for everybody, but I will just be extremely happy to have a firespray of this quality in the game
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Re: WIP Firespray-31 (Slave I)
Well another problem about modeling the inside is that all the texture space is being used up. I like making my models all use 1 map so that I can keep UV islands to scale so that some areas of the model don't have varying resolutions of others which is the usual result when using multiple textures. Perhaps someone will have some advice on how to go about making the cockpit glass look a little better, in the meantime I'll be trying to google up some result.
EDIT: Kinda burnt out on texturing atm but might pick at it some more this week but perhaps Friday I'll use this model for a video tutorial on how to get an animated flyer in game from start to finish including everything from hard points, collisions, shadow volumes, lowrez meshes and helpful scene and file organization.
As you can see the rear where the engines are is the main thing that is lacking in further detail.
EDIT: Kinda burnt out on texturing atm but might pick at it some more this week but perhaps Friday I'll use this model for a video tutorial on how to get an animated flyer in game from start to finish including everything from hard points, collisions, shadow volumes, lowrez meshes and helpful scene and file organization.
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Re: WIP Firespray-31 (Slave I)
The texture was looking fantastic, until these last two updates(here and here). The green and tan areas are now a bit, overdone. Personally I'd like to see them go back to their earlier look, and add black scorch marks (as that's the only thing I feel missing).
- minilogoguy18
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Re: WIP Firespray-31 (Slave I)
Well good thing that the colors added to the green are a separate layer, I did it to try to give the green paint a faded look, not sure if I'm going to keep it this way or not.
As for scratches, do you mean on the entire craft? Sometimes scratches don't look so great, they work mostly well on things that are brushed metal, this ship is far too weathered to have any noticeable light scratching as dirt would fill them. I'll have to think on that one, if I do it there would be very few.
I added some more bits here and there, mostly been going over everything that will be covered in the upcoming video tutorial.
As for scratches, do you mean on the entire craft? Sometimes scratches don't look so great, they work mostly well on things that are brushed metal, this ship is far too weathered to have any noticeable light scratching as dirt would fill them. I'll have to think on that one, if I do it there would be very few.
I added some more bits here and there, mostly been going over everything that will be covered in the upcoming video tutorial.
Last edited by minilogoguy18 on Sun Apr 29, 2012 8:27 pm, edited 1 time in total.
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Re: WIP Firespray-31 (Slave I)
Great job on the model so far! Can't wait to see this one released, hope it turns out like your other ships! Good luck! 
- minilogoguy18
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Re: WIP Firespray-31 (Slave I)
^Heh, I went back and looked at the B-Wing and I feel that my texturing skills have improved quite a bit just by doing this model and taking my sweet time with it, I may have to go back and do a v2 with better textures.
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Re: WIP Firespray-31 (Slave I)
THEWULFMAN wrote:The texture was looking fantastic, until these last two updates(here and here). The green and tan areas are now a bit, overdone. Personally I'd like to see them go back to their earlier look, and add black scorch marks (as that's the only thing I feel missing).
I definetly not agree.
@Minilogoguy18 You are on the good way, your texturing skills improved a lot, it's getting professional work and start having some polycount's members level
EDIT:
minilogoguy18 wrote:mostly been going over everything that will be covered in the upcoming video tutorial.
