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New ship, cargo/VHF

Here you can discuss building custom ships, texturing and 3D modeling in Freelancer

Post Thu May 05, 2005 12:52 pm

New ship, cargo/VHF



Now time to start the skinning work.

Post Mon May 09, 2005 9:12 pm

Okay, made a bunch of changes to facilitate the groups.



Can't wait to get it textured.

Post Tue May 10, 2005 2:33 pm

Very impressive looking model, can't wait to see how the finished product looks

Post Tue May 10, 2005 4:26 pm

Nice design .

BTW what program are you using?

Post Thu May 12, 2005 5:07 am

I model in 3DSMax7, then export to OBJ. Then I import into Wings3D, because it is god when it comes to making material groups. Seriously, selecting facets is the easiest thing in the world with this program. When I'm done creating my texture groups, I re-export as OBJ, with a new group per material.

Then I open the file in UVMApper Professional 3, than create a template, save that and open it in photoshop, then start texturing like a mofo.

BTW, Argh, how's the new version working out for you??

Post Thu May 12, 2005 7:26 am

Texturing is going great with UVMapper Pro + PhotoshopCS.



Almost there. I have my son for the next two days so I won't be getting much work done. But I do have to work on friday so I'll get it done at work.

Post Thu May 12, 2005 9:20 am

ah the joys of the boring desk job. Lookin good by the way, cant wait to see it fly.

Newest member of the Asylum51 IGI development team

Post Thu May 12, 2005 2:48 pm

Wings 3d? I'll have to check it out.

I build the mesh in Metasequoia then import it into 3ds Max 5 for UV mapping. I then export the UV maps as .bmp and use them as a guide in Photoshop 7 to make the textures.

I can't wait to see this finish .

Post Thu May 12, 2005 7:08 pm

Well, I have a beta1 version of the texture done. I decided for this version to go with a police theme. I kinda like it.



Post Thu May 12, 2005 7:41 pm

Okay, dumb question: After I create the uvmap, how do I get it into Milkshape after I import the ships obj file??

Post Thu May 12, 2005 7:47 pm

Lookin' good. Just needs some small greebles to make it really nice. Use some shapes + pillow emboss to put small areas that look like utility covers, etc. The areas marked out for the guns to be equipped are nice. When using embosses... you've gotta keep it subtle, or it looks fake at anything but the perfect angle. I generally do embosses with 15% white, 35% black.

And is that cockpit see-through, or just solid? If it's solid, I'd take a look at some photos of reflective glass, and try to gently emulate the effect (google for some pictures of skyscrapers or buildings, and emulate it with airbrush... don't just clone it- it's a subtle effect). It's a waste of time on see-through stuff, but it works well on solid glass.

Lastly, the font needs to be spiffier. It doesn't look bold enough for it to be on an official vehicle- usually on RL emergency response vehicles, you see Arial, or something very close, because it's easy to read from a long way off.

Overall, though... you've gone from not knowing how to get a skin done at all to making something decent pretty fast

Post Fri May 13, 2005 8:14 am

I figured if this is going to be a police ship, it might as well be LSF.

Post Fri May 13, 2005 8:40 am

You mean grebbles like these??



Edited by - AluminumHaste on 5/13/2005 9:40:03 AM

Edited by - AluminumHaste on 5/13/2005 9:41:00 AM

Post Fri May 13, 2005 10:30 am

Yeah- lookin' good. I'd change the color of your lowest layer, though- that gray that's at the "bottom" of the "hull seams" is too light. But that's a 5-second fix. Overall, this is coming along very well- it's going to look great in the game engine

Post Fri May 13, 2005 10:40 am

That's a start my friend but I think Argh was talking about a bit more.

Rather than drawing them all in manually you can take a panel texture and mulitply it over the color as shown below. You can then add further details as needed (hatches, vents etc.)


Here's the original (tileable) texture if you want to use it.




Edited by - PantherX on 5/13/2005 11:42:59 AM

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