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[WIP] UT-AT model

Posted: Sun Jul 30, 2006 9:10 pm
by DooFi
hey
I just found this little thingy on my HDD. It's been some months since i started working on it and the texture (at least the actual state of it) does not really please me... I's consider the model to be finished though. As the pic says, it has 1 2048x2048 and 2 1024x1024 diffuse maps and consists of 3704 triangular polys. Dunno if the SWBF-Engine can handle that though lol. However, I just wanted to show it to you, probably I will finish the texture sometime. If you want I can send you an .obj or .3ds + UV-Layout of it, no animations or something^^

Image
Ah, I forgot: And now i know i can also make muzzle flashes lol yea, Im a nursery child :P


EDIT: oh and... comments & criticism are welcome^^

RE: UT-AT model

Posted: Sun Jul 30, 2006 10:01 pm
by YT-1300
im not model designer, but that ut-at is really awesome, just touch up the textures and add the cockpit viewport, and this thing will rock
great work!

RE: UT-AT model

Posted: Sun Jul 30, 2006 10:03 pm
by Teancum
Impressive.... most impressive

RE: UT-AT model

Posted: Sun Jul 30, 2006 10:07 pm
by DooFi
hehe thank you very much, i feel the desire for working on the texes coming up again :) depends on freetime though, since school recommences next week -.-
but as i said, i'm not sure about the usefulness of it, since I'm not a modder/scripter and have no clue what exactly one needs to make it playable :|

RE: UT-AT model

Posted: Mon Jul 31, 2006 7:58 am
by Linus
Wow, this is really awesomel! :D

- Linus

RE: UT-AT model

Posted: Mon Jul 31, 2006 1:53 pm
by PR-0927
Wow, DooFi, you are amazing. Best skinner ever, and a great modeller too!

Maybe I could put this model in my maps! I certainly have use for it in my upcoming map!

- Majin Revan

Posted: Sat Aug 05, 2006 3:15 pm
by DooFi
The new texture:
Image
Image
Image
Image
(crappy compression -.-)

I like it better than the old one, but you know, its missing some detail, probably dirt, scratches or bullet-holes. But since the texture is mirrored I don't want to overdo that, cause you'd probably notice that its actually mirrored :/. Anyways, I suppose I'm gonna do the cockpit first.

Sorry for making the likes so long posting too big pics xD On the next page they I will stick to a width of 768 pixels ;)

Posted: Sun Aug 06, 2006 9:04 am
by Ipodzanyman
good job so far, keep up the good work...

Posted: Sun Aug 06, 2006 11:53 am
by RevanSithLord
sweetness...cant wait to pilot that. :P

Posted: Mon Aug 07, 2006 10:05 pm
by Gogie
Nice, I like the new texture, you should keep it saying Side so when you play you know what side your attacking.

Posted: Mon Aug 07, 2006 10:17 pm
by Droideka88
Well there's no question that the creator of Realism Mygeeto will be interested in this. Looks anwsome but did this vehicle have wheels or did it float?

Posted: Mon Aug 07, 2006 10:21 pm
by Gogie
I think the vehicle had little centipede like legs that allowed it to be carried

Posted: Mon Aug 07, 2006 10:40 pm
by DooFi
it definitely floated, they used it, because they were afraid of the bridges collapsing under pounding ATTE legs, rockets or even marching troops (keyword -> natural frequency afaik). Therefore it is called 'Unstable Terrain-ArtilleryTransport'. See details here (starwars.com). (You'll find out that i made some small mistakes, but I am not going to correct them, sorry. I kept it pretty close to the pics you see on starwars.com but still. anyways, it's my first blueprint-model ;))

And yes, the 'legs' (16) have feasted all the polies lol

btw i just 'invented' a nu technique to make it a little more worn, since it looked to clean to me in the state it is in in the pics above. (<- wtf, grammar?! lol)

Gogie wrote:Nice, I like the new texture, you should keep it saying Side so when you play you know what side your attacking.
sry, what do u mean by "saying Side"? If you mean that one recognizes which faction it belongs to, then i think the red markings will do fine :)

Posted: Wed Aug 09, 2006 2:17 am
by Gogie
by side I mean what direction of the vehicle.

good work on the textures so far tho.

Posted: Tue Oct 03, 2006 6:56 pm
by DooFi
Errr.... I know this comes a tad late but..
Is it possible to have 1 vehicle with 3 texes actually? Cause I'd be kinda in deep poo otherwise :shock:
omg




i mean, i know that its possible, but... does SWBF support that?!

Posted: Tue Oct 03, 2006 7:14 pm
by minilogoguy18
yeah you just have to parent them all the right way so that they stay together and also each part that uses a different texture has to be a seperate mesh.

Posted: Tue Oct 03, 2006 7:26 pm
by DooFi
hmm but i heard that you have to combine the meshes into one polymesh in order to use it in SWBF?

Posted: Tue Oct 03, 2006 7:52 pm
by minilogoguy18
its best to but you dont have to, its just easier to get good envelopes for like unit models but you really dont have to but i think it does save on game memory, besides you WAY over did it with the textures, all you need is a 512 .tga and youll still have the same resolution cause the ISD only had a single 256 .tga and the textures werent blurry or stretched, 24 bit .tga's dont lose quality when scaled down.

Posted: Tue Oct 03, 2006 8:14 pm
by DooFi
hmm okay. i planned to resize the texes anyways, but aaw 1x512, 1x128 and 1x256 is so.. small lol
however, i'll determine the size when the tex is finished and according to how many majin wants in his map ;)

Posted: Tue Oct 03, 2006 8:31 pm
by PR-0927
(Four!)

- Majin Revan