Topic: Dark Empires mod Fed xca  (Read 1885 times)

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Offline Kreeargh

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Dark Empires mod Fed xca
« on: August 30, 2008, 12:56:36 am »
 Its done  i think :-\ im not good at regs or details at all  :'( 


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Offline Atolm-Rising

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Re: Dark Empires mod Fed xca
« Reply #1 on: August 30, 2008, 06:26:51 am »
OOOh I really like that shape  8) 8)

Offline GotAFarmYet?

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Re: Dark Empires mod Fed xca
« Reply #2 on: August 30, 2008, 10:24:28 am »
Will look more at it later, but for starters what program do you use to make the textures in?
People always said they wanted the government to listen to them and now the government is listening, taking notes and names...and coming to see you soon!

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 Its the land of the freeloaders

Remember the axiom of big government bureaucrats: If it moves, tax it. If it keeps moving, regulate it. When, finally, under the crushing weight of taxes and regulation, it stops moving, subsidize it.

Offline Kreeargh

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Re: Dark Empires mod Fed xca
« Reply #3 on: August 30, 2008, 12:51:25 pm »
Will look more at it later, but for starters what program do you use to make the textures in?
Ms paint and a 1/2 working copy of paint shop pro 7  :-[ Rage did a much better job textureing up these D E feds i think . I dont have the texture detaill and fine points down yet.
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Offline Starforce2

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Re: Dark Empires mod Fed xca
« Reply #4 on: August 31, 2008, 01:14:08 am »
very nice utilitarian looking vessel.

Offline GotAFarmYet?

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Re: Dark Empires mod Fed xca
« Reply #5 on: September 01, 2008, 12:58:09 am »
Will look more at it later, but for starters what program do you use to make the textures in?
Ms paint and a 1/2 working copy of paint shop pro 7  :-[ Rage did a much better job textureing up these D E feds i think . I dont have the texture detaill and fine points down yet.

First thoughts...

Not to be mean but going to try to help you out here, with pointers on what to do to help you grow with textures.

28 different Textures, way to many to make the ship fun to retexture try to cut it down to less than 12, 8 or less would be best. Most of the ones you have done could easily be on one sheet, try to break them down so that the texture and the model part can be moved as a unit from a model to another. This makes them both easier for you to reuse and for kitbashers to use your parts as well. With the through hull hanger bay this looks more like a carrier than a XCA or experimental heavy cruiser. Next you added angles, indents, and cut outs on the ship, some I know are to give it a look but mostly they seem to be there just to give you something to do well modelling it. Well angles in some places work instead of the normal smooth rounder hulls we see on Federation ships try to have reason for them, like tappering to the end. The cutouts on the back of the saucer say there should be a impulse engine or something there with just the same rim texture going through there they make little sense to have. Window sizes vary to much makes you wonder about the scale of the ship. It takes a little practice but try to make one shape for the windows to use across the ship. This will also help you get the size of them to look more less the same just by varing the height. Next the rims and edges are always seen on a model to stop everyone from just staring there at the textures they should be made lighter there, so ppl focus on the top and bottom more. You can have details and windows but keep the colours lighter and they move on to look more at the ship, instead of away from it to the background on the PC. Try to keep the aztecs you use across the ship to look the same size, matching them will also help you keep details windows and anything that needs to be scaled the same. when unwraping the model try to keep areas that are attached on the same texture sheet in a continuious line that wrap around, makes them easier to keep hull lines lined up. if you are going to cut holes in the model like on the wings you did use a different area on a texture sheet for the inside surfures than the outside ones. As for hull lines the darker they are the more they are noticed, make them dark enough to be seen up close but when the ship moves away they should not be visable. Detailling is done to a personal taste ass as much or as little as you want to, or have time to want to add. Try to scale them to look right not just to cover an area, leaving a area blank is fine most of the ship should be aztec anyways not details. Try to use details to draw attention to the areas of the ship you want to show off, blank space to areas you wish them to avoid.

Over all you are starting things off well, just watch your scaling to get a more uniform look for now. Work on Mapping and getting the texture count down which will also help you get scaling down pat. Once you get these two items the textures become easier to do.

As for the half working PSP 7 what parts work (list)
basic drawing stuff?
the Font adder?
Does layering work (rasters and vectors)?
Blur, smooth, and rotate?
Cut and paste, Copy merged, resize?

If most of this stuff works ditch using paint, you will find it easier to do with PSP quick enough
People always said they wanted the government to listen to them and now the government is listening, taking notes and names...and coming to see you soon!

America-Not the land of the free anymore...
 Its the land of the freeloaders

Remember the axiom of big government bureaucrats: If it moves, tax it. If it keeps moving, regulate it. When, finally, under the crushing weight of taxes and regulation, it stops moving, subsidize it.