djh269 Posted May 31, 2019 Posted May 31, 2019 Manaan - Blue Kashyyk - Green Korriban - Red Tatooine - Yellow Dantooine - Silver 1 Quote
CarthOnasty Posted June 1, 2019 Author Posted June 1, 2019 1 hour ago, djh269 said: Manaan - Blue Kashyyk - Green Korriban - Red Tatooine - Yellow Dantooine - Silver Nearly exactly what I was thinking. I was going to use a saber color for each, so for Tat I was thinking yellow or orange. And then Dan, possibly purple, but I like the idea of silver... 1 Quote
djh269 Posted June 1, 2019 Posted June 1, 2019 Orange is a great shout for Tatooine! And purple's a great colour it'd stand out in the ruins Quote
Sith Holocron Posted June 1, 2019 Posted June 1, 2019 4 hours ago, CarthOnasty said: Close as I could get before it triggered. Might I suggest using GLIntercept if you wish to get closer without triggering in the future? Quote
CarthOnasty Posted June 23, 2019 Author Posted June 23, 2019 Been a hot minute, but I have been working on this. I've mostly been working on the feet, so hoping to have something soon. Here's what the base texture is looking like at least. 2 2 Quote
GNihilus2 Posted June 23, 2019 Posted June 23, 2019 4 hours ago, CarthOnasty said: Been a hot minute, but I have been working on this. I've mostly been working on the feet, so hoping to have something soon. Here's what the base texture is looking like at least. a-ma-zing progress so far. I wonder if you would finally release not only HQ but MQ (middle-quality) textures of this aswell, running this myself still on a "half-end" rig, you know .... Quote
CarthOnasty Posted September 22, 2020 Author Posted September 22, 2020 Finally back to working on this. I lost everything so I'm starting from scratch, so give it some time. 😉 1 Quote
DarthParametric Posted September 22, 2020 Posted September 22, 2020 30 minutes for a remap, an hour for the texture? Quote
CarthOnasty Posted September 22, 2020 Author Posted September 22, 2020 1 hour ago, DarthParametric said: 30 minutes for a remap, an hour for the texture? More than enough time. Quote
Salk Posted September 22, 2020 Posted September 22, 2020 Welcome back. I am sorry to hear you lost all your previous work. It must be very frustrating. Quote
DarthParametric Posted September 26, 2020 Posted September 26, 2020 It may not matter, depending on how you plan to texture it, but I'd suggest relaxing the following verts: Quote
CarthOnasty Posted September 26, 2020 Author Posted September 26, 2020 I'm not sure I know what you mean? Quote
DarthParametric Posted September 26, 2020 Posted September 26, 2020 Ah you can disregard that. I thought the shape of the arms was slightly different, but it seems like that layout is already in the most relaxed state. Quote
CarthOnasty Posted October 18, 2020 Author Posted October 18, 2020 Finally fixed smoothgroups and UV maps. 3 Quote
HK-47 Posted October 20, 2020 Posted October 20, 2020 AHA! I knew the Selkath had a Star Map in Ahto City! Darn Force visions... making me go to the ocean floor... risking going crazy... almost get eaten by a shark... <trails off mumbling>. My these look good. 2 Quote
DarthParametric Posted October 20, 2020 Posted October 20, 2020 Is now a good time to suggest scrapping the original model and making a completely new one? 1 Quote
KnifeMaster Posted October 20, 2020 Posted October 20, 2020 Glad to see you're working on this again version 1 was a massive improvement over the stock star maps. A new model would be neat, but I think the low-poly floating ball thing is the only bit that's really in need of improvement. Quote
CarthOnasty Posted October 21, 2020 Author Posted October 21, 2020 On 10/20/2020 at 4:23 AM, DarthParametric said: Is now a good time to suggest scrapping the original model and making a completely new one? How dare you. What were you thinking? Just a rebuilt model in general or redesigning the structure itself? 16 hours ago, KnifeMaster said: Glad to see you're working on this again version 1 was a massive improvement over the stock star maps. A new model would be neat, but I think the low-poly floating ball thing is the only bit that's really in need of improvement. Thanks And YES, that damn ball. Working on figuring out what to do with it actually. I really despise it. 1 Quote
DarthParametric Posted October 21, 2020 Posted October 21, 2020 Mostly joking, but it's not exactly a high poly object. If you are going to replace the ball, might as well replace the arms and base while you are at it. I don't think it needs anything crazy, but some simple bevelled edges probably wouldn't go astray. For the ball itself, you could maybe do something like a "cage" type object. An open polyhedral shape. Quote
CarthOnasty Posted October 21, 2020 Author Posted October 21, 2020 3 hours ago, DarthParametric said: For the ball itself, you could maybe do something like a "cage" type object. An open polyhedral shape. I was original playing around with punchthru back in v1 to try to get that effect actually. UVs needed work, but certainly possible now. Quote
DarthParametric Posted October 21, 2020 Posted October 21, 2020 I wouldn't recommend using transparency. Save yourself the grief and just use geometry. I was thinking something along these lines: That's just shy of 1,600 tris. Since it wouldn't need a fancy texture, the UVs wouldn't need to be complex and could be just stuffed into a free corner of the map. Quote
CarthOnasty Posted October 22, 2020 Author Posted October 22, 2020 Be careful you don't invert your alpha channel. 1 Quote
CarthOnasty Posted October 29, 2020 Author Posted October 29, 2020 On 10/21/2020 at 9:38 AM, DarthParametric said: Mostly joking, but it's not exactly a high poly object. If you are going to replace the ball, might as well replace the arms and base while you are at it. I don't think it needs anything crazy, but some simple bevelled edges probably wouldn't go astray. So I've been thinking about this idea more and more. What do you think is easiest, building a new model? Or using what's already there and manipulating the structure of that? Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.