MRO ship for Haber Corporation Idea

Spacecrafts, buildings and other 3D asset creation
VivienneA
Posts: 40
Joined: Thu Dec 28, 2017 8:48 pm

Re: Galileo for Haber Corporation Idea

Post by VivienneA » Thu Jan 04, 2018 4:45 am

I was able to merge most of the body except for a few things.

https://imgur.com/a/BgM4q


Note
I also added a modular thingie for the heck of it. (Just some idea - Future)

nozmajner
Posts: 874
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Galileo for Haber Corporation Idea

Post by nozmajner » Thu Jan 04, 2018 3:04 pm

Lookin' good so far. The landing gear feels a bit large though, Making it smaller would enhance thesense of scale in my opinion.
That trailer part looks a bit odd.

VivienneA
Posts: 40
Joined: Thu Dec 28, 2017 8:48 pm

Re: Galileo for Haber Corporation Idea

Post by VivienneA » Thu Jan 04, 2018 4:05 pm

nozmajner wrote:
Thu Jan 04, 2018 3:04 pm
Lookin' good so far. The landing gear feels a bit large though, Making it smaller would enhance thesense of scale in my opinion.
That trailer part looks a bit odd.
I'm going look of some examples of some legs and making them smaller plus adding the RCS ports. The dish is a odd add-on but it works including the antennae things in front. Luckily most of the mesh is one piece now with some light uv mapping already.

The trailer part was made just cause and not significant at the moment.

VivienneA
Posts: 40
Joined: Thu Dec 28, 2017 8:48 pm

Re: Galileo for Haber Corporation Idea

Post by VivienneA » Fri Jan 05, 2018 2:45 am

I optimized the triangles some. It's less about 27k. It could be pushed much but the siding of the ship becomes more triangulated looking. What eat up the triangles are the legs most pushing it from 25k to 27.

https://imgur.com/1Tzj56A

Otherwise the blend is here, https://drive.google.com/open?id=1ujvB1 ... P8MNd9g8R1

Maybe someone is good with texturing or editing the UV. I can do it but if someone wants to. I have to check the data files and models to see how ships are setup in Pioneer. This is the usual credit if used.

FluffyFreak
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Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
Contact:

Re: Galileo for Haber Corporation Idea

Post by FluffyFreak » Fri Jan 05, 2018 10:29 am

That's looking really good!

nozmajner
Posts: 874
Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Galileo for Haber Corporation Idea

Post by nozmajner » Sat Jan 06, 2018 6:16 pm

I did some more optimization, and was able to push the tri count down to 16 690. It should go up to about 17 000 when the gear bays and their doors are done. Haven't touched the nacelles, because Blender crashed on me.
It could go a bit lower, if you move those little doors to the texture. And the lower part of the larger side door is a bit close to the bottom of the ship, it feels like the belly is quite thin because of that.
I might have been a bit aggressive with it, especially on the RCS nozzles. But since you won't be seeing them up close, they should be round enough.

I could UV them if you want. (Note: for normals baking, there should be seams on every sharp edge, and their islands should be separate.)

VivienneA
Posts: 40
Joined: Thu Dec 28, 2017 8:48 pm

Re: Galileo for Haber Corporation Idea

Post by VivienneA » Sat Jan 06, 2018 10:09 pm

nozmajner wrote:
Sat Jan 06, 2018 6:16 pm
I did some more optimization, and was able to push the tri count down to 16 690. It should go up to about 17 000 when the gear bays and their doors are done. Haven't touched the nacelles, because Blender crashed on me.
It could go a bit lower, if you move those little doors to the texture. And the lower part of the larger side door is a bit close to the bottom of the ship, it feels like the belly is quite thin because of that.
I might have been a bit aggressive with it, especially on the RCS nozzles. But since you won't be seeing them up close, they should be round enough.

I could UV them if you want. (Note: for normals baking, there should be seams on every sharp edge, and their islands should be separate.)
I was able to bring it down some more. It's sitting at a low 15k. I started some UV unwarping. If someone is better at it but if someone look at it. They can figure out the major areas and how to make it better.

https://imgur.com/a/jL5kh

VivienneA
Posts: 40
Joined: Thu Dec 28, 2017 8:48 pm

Re: Galileo for Haber Corporation Idea

Post by VivienneA » Sat Jan 06, 2018 10:11 pm

If someone like to take a look at the model and UV. I touched up the vertex count and also did a basic Blender grid pattern to check the UV.

Feel free to update and post here. Majority of the UV is made.

https://drive.google.com/open?id=1ktXFQ ... FaMir9RO2F

VivienneA
Posts: 40
Joined: Thu Dec 28, 2017 8:48 pm

Re: Galileo for Haber Corporation Idea

Post by VivienneA » Wed Jan 10, 2018 7:50 am

Hey,

I'm not good with textures but this is what I have. Still working on it. First was the base diffused.

https://imgur.com/a/moyg8

Vivienne

VivienneA
Posts: 40
Joined: Thu Dec 28, 2017 8:48 pm

Re: Galileo for Haber Corporation Idea

Post by VivienneA » Thu Jan 18, 2018 4:16 pm

I hope people like. I'm not good with texturing at least 2D.

https://imgur.com/a/9IFG5

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