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Scifiwarships — Tactical Battle Drone update

Published: 2011-12-26 01:26:00 +0000 UTC; Views: 4748; Favourites: 50; Downloads: 160
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Description Quick update. Have sorted out the particle cannon more or less. Will probably add some more detail on the fuselage, just to make sure it looks like it's properly stuck onto the ship as an integral part of the design. Then moar panels, hatches, pipes, tubes, ducts, text, lights until it looks like a very big swiss army knife.
Happy Christmas everyone!
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Comments: 16

karash-amerius [2011-12-26 23:13:24 +0000 UTC]

A technique question: Do you do some of your texturing with geometry based boundaries, or do you use projected texturing? Great stuff.

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Scifiwarships In reply to karash-amerius [2011-12-26 23:51:16 +0000 UTC]

Good question. Geometry based I think. I create individual polygon and groups of them then texture these as I see fit. I didn't know there was another way. How does the other, projected method work?

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karash-amerius In reply to Scifiwarships [2011-12-28 15:11:11 +0000 UTC]

[link]

I do the same, but the "fractaling" that occurs on curved surfaces is driving me up the wall now. This is the basics of it, and it has a lot of short comings so I am trying to find a workflow that I can use this more on.

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Scifiwarships In reply to karash-amerius [2011-12-28 20:11:21 +0000 UTC]

I saw the video. Sweet. I'll have to try this out. The fractaling is driving me round the bend too. Especially if you try to texture stuff like pipes. I'm sure there are ways around it, but I think the easiest is to just use an external render program like Kerkythea. I've always wanted to make braided steel hoses for the mechanical parts but have never been able to make it look right because of the f*****g fractaling. When texturing in SU I usually just apply basic colors to the pipes and ducts. On the fuselage of this model I've used the basic metal corrugated shiny in the SU palette (and it doesn't look right, hence my plea for rendering help in my journal.) Anyway I have played with the orientation to get it lined up with the various surfaces (you have to group them first) and then upped the scale to 100000 or more. If done right you can get a basic metal shine to an object by having the dark streak in the low areas. Make a rectangular box with rounded corners and play with it until you get the idea. Hope this helps at all.

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mikemars [2011-12-26 18:01:16 +0000 UTC]

this is coming along very nice! really dig it. great detailing. looking forward to seeing more as you complete it

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Scifiwarships In reply to mikemars [2011-12-26 23:47:13 +0000 UTC]

Thanks man!

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mikemars In reply to Scifiwarships [2012-01-03 18:29:40 +0000 UTC]

np love your work. what are you a lead mecha designer on? it have a working title?

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Scifiwarships In reply to mikemars [2012-01-03 20:03:50 +0000 UTC]

Thanks, Mike. Not sure I follow you there, but working title.. The Tac Bat drone is called Phalanx if that was what you wondered about.

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mikemars In reply to Scifiwarships [2012-01-06 17:21:37 +0000 UTC]

i was asking about your new job tittle or something. i think i was reading your journal or something

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Scifiwarships In reply to mikemars [2012-01-07 00:41:16 +0000 UTC]

Aha.. no new job title. though one would be very welcome, he he.

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mikemars In reply to Scifiwarships [2012-01-07 17:41:17 +0000 UTC]

guess i misunderstood something

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Scifiwarships In reply to mikemars [2012-01-07 22:30:59 +0000 UTC]

No worries, mate!

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scalpinock [2011-12-26 10:06:37 +0000 UTC]

Panels , tubes and hatches. Take a blank ship , add them , now the ship is 20% cooler (results may vary)

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Scifiwarships In reply to scalpinock [2011-12-26 12:01:52 +0000 UTC]

Yup, he he..

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WOWandWAS [2011-12-26 02:45:16 +0000 UTC]

that is one wicked looking armament.

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Scifiwarships In reply to WOWandWAS [2011-12-26 09:16:33 +0000 UTC]

he he, thanks!

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