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darkside

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    Rocketeer

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  1. I don't want to hijack the thread (not that it has been very active lately) so I guess I'll make a new one about my mod when there'll be something worth showing off.
  2. Wow, I had no idea this existed. I've been making a hibernation mod as well, haven't announced it yet.
  3. Download Source BTW I had to change MODEL section in the cfg to just mesh line, it wouldn't work otherwise.
  4. Thank you, it worked. So, this is how it looks in Unity. Not nearly as shiny.
  5. Something is wrong with my Unity, I can't edit materials. My PC crashed, after rebooting there were nothing in the Inspector. Everything else seem to be fine, material editor is the only thing affected. I even reinstalled Unity, didn't help. So, while I can't show you my work in Unity, here it is rendered in Unreal Engine 4, just something to look at, not trying to make my submission out of it, that wouldn't be fair It would look differently in Unity.
  6. Most 3D editors have built in tools for that, but I have no idea about how to unwrap in Blender (is that what you're using?) There are also many separate programs for unwrapping meshes, I personally use a program called UVLayout.
  7. I am actually glad. I hate reusing UV space. Yes it may allow higher resolution but it often leads to bad things at a stage when I'd rather not go back and redo everything from the beginning. Many times I told myself that I will not do that, but in a model like this with a lot of identical parts I'd probably reuse UVs if it weren't for the rule against it. BTW can't you just texture one part and copy/paste it?
  8. Thanks, but that's just an ambient occlusion map, texture is coming soon, baking more detailed AO right now. Unfortunately it takes about 30 minutes to render high poly mesh I made for it, and I have rendered it few times already while tweaking stuff. Probably not worth it though, details turned out to be not so great, but I am doing it anyway.
  9. Progress report. UVs, AO and rendered model. This AO map is a placeholder, it probably won't be used in the final result. Next step is to create some high res details and bake them to AO and normal maps. Also, smoothing groups were all over the place, maybe they didn't load properly for me. Unless they were made that way intentionally, which would mean I don't completely understand how smoothing groups work (could be the case). Anyway, I redone them completely, I hope that's ok. Didn't change the mesh itself.
  10. Now it is official, congrats on the win, Cpt. Kipard, well deserved.
  11. Yes, I 100% accept that. I should have fixed those things instead of hoping that nobody will notice, lesson learned. By the way, I did use the visible mesh for a collider but after enabling convex it lost most of it's polys because they were inside of convex shell, is that still a bad thing to do?
  12. It is not painted on, sorry . It is actually pretty high poly as I said in the initial thread this thread earlier. But I think we can afford it these days, doesn't really affect performance when ran on any semi-decent machine.
  13. While we're voting, if that's ok, any critiques? I'll go first. Cpt.Kipard: I voted for this part, the only minor thing I could say that it doesn't look like there is a room for fuel inside of it. Snjo: Was thinking about voting for this one, surprised there are so few votes (yet), fun part. It would be super cool if after depleting fuel it would actually explode in a firework. StarVision: Pretty cool, the texture is just a little bit too stock-like for my taste. Innovative, I like the idea with exploding. Robotengineer: Looks very similar to Cpt.Kipard's submission. Texture doesn't seem to be very defined. And a little about my own submission, I should have given more detail to the inside of it, probably will still do that and post later, when the voting is over.
  14. Congrats on the release, the best asteroid mod out there. I haven't tried the release version though, but I played a lot with pre-release. The feature I am looking forward the most is discovery API. RSS config is coming.
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