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#301531
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The Cargo Pod modelling is finished and it's overall height increased to something more correct than my first attempt. A number of polygon selection tags have been made ready for Bodypaint work. Also added is a nuclear waste container that can simply be copied when painted. The floor 'ribbing' should be more noticable once the texturing has been done.
#301676
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The cargo pod is UV mapped, ambient dirt added, and some texture detail started. The nuclear waste container was UV mapped and textured as a seperate component. Two instances (copies) of the container fill out the cargo pod.
Last edited by Becco_UK on Tue Nov 24, 2009 2:12 pm, edited 1 time in total.
#301848
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Over the weekend I finally got around to adding the command module fittings and UV mapping it. This is how it looked with some baked ambient ambient occlusion 'dirt' and minor rough texture work. Just some walkway and shelves details to finish modelling and texture. The Eagle is very close to be useable :)
#302429
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NicoR44: Thank you. I like that one too and have saved the camera so that I can reproduce that image when the Eagle gets completed.

The completed front walkway - the textured panel grills turned out better than I expected but may look 'flat' with different lighting.
#303489
It looks great now Becco, if you could add some dirt and weathering on the model and it's textures it would look awesome. I know that's alot of work to do and it might not be the look you're after. The shot from below when it appears to land looks real good, i like that one! promising for the final rendering. :)

/ Max
#303491
Maximus3D: Thank you. Adding weathering and other texture effects will be done when the model is complete. That work should be made much easier by all the time I spent making nice UV maps. Still a few parts need adding to the rear walkway area yet but much closer to the finish line :) There will not be too much dirt and weathering added because I wish to keep it as close as possible to the original 'season 1' Eagle.
#315197
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Revised Spine and Cages:

When I started the Space 1999, Eagle model I done so by UV mapping and basic texturing as I went along. This helped spread out the tedious process of creating polygon selection tags/UV mapping. However, this resulted in a relatively unmanageable model - too many seperate parts and too many materials to adjust.

So, I've started to connect various objects together into a more logical structure. This has commenced with anything that was forming the spine and cages. From many objects and materials this has resulted in a single object with just one material. When I reposition the UV's in Bodypaint I will bake another ambient occlusion to use as a mask for controlling some light dirt/dust. Much more manageable :)
#315300
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The revised front walkway, shelves and kit part detail. Originally this assembly consisted of 17 objects with15 materials and 13 texture maps.

With some connecting of objects and moving UV's about on one map this sub assembly is now down to 3 objects, 3 materials and 2 texture maps. Total polygon selection tags have been reduced from almost 150 to 4 . The whole thing has had another ambient occlusion bake too.

Much more pleasant to work with now.

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Front Sheves
Last edited by Becco_UK on Wed Apr 14, 2010 9:12 pm, edited 2 times in total.
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So, is this a known issue?