Bespin Cloud Car (7-17-06)

woodelf

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My latest homage to Star Wars, the Bespin Cloud Car. Civmansam didn't have a need for it, but said it could make it's way into the Star Wars mod.

The only oddity is that when I nif viewed it I need the bmp and not the dds to make the texture appear. So both are included in the zip. :blush: I'm still learning I guess...

Here's one render shot since I didn't put it into the game:



Positive, negative, and other feedback welcome!
 

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Looks good :thumbsup:

As far as the bmp thing goes, double check that you exported the model with the proper material applied and that it indeed uses the dds file.

Also, you can add gloss to this very easily, in fact... about... three steps, yeah that sounds about right ;)

1. Create a gloss texture and put it in the gloss map of the material (remember it's gotta be civ4 shader not blinn)

2. File->Merge the Tank Complete.max file and select only the Environment Light and click ok (maybe 'merge'). Could be done with Praetorian Complete as well.

3. Export model with "Export Light" checked.

And that should do it.

Using about 50-70% gloss (i.e. medium to medium-bright grey) on a windshield produces very nice results - pretty much as close to glass as we can come. :)
 
Looking good. :goodjob:

A little constructive criticism: The textures look a little sloppy, with the orange bleeding into the cockpit windows and some random colors on the main part of the craft.

You might try seperating those portions of the model away from one another when you are in the "Edit UVWs" window. So that it's easier to paint them different colors.

You are doing good though, so keep up the nice work.
 
Thanks Rabbit, I'll try that.

Yeah Dual, I'm having brainlock when it comes to editing UVWs. I think I'm making it too hard, but when I try to stitch together common sides my map gets overlapped and ugly. The bleeding is a bugger. Right now when I export my model is a zillion different colors and texturing it is a PITA because of it.
 
woodelf said:
Yeah Dual, I'm having brainlock when it comes to editing UVWs. I think I'm making it too hard, but when I try to stitch together common sides my map gets overlapped and ugly. The bleeding is a bugger. Right now when I export my model is a zillion different colors and texturing it is a PITA because of it.

What I like to do is to just add a simple "Unwrap UVW" modifier to the model, and then highlight the "Select Face" option under that modifier.

That way, when you press the Edit button to take you to the Edit UVWs window, you can choose which part of the model to move by selecting the polygon faces with your mouse in the main 3DS window.

You probably don't need to bother with stitching the sides together. It'll probably look fine without it.
 
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