Turret design and learning - slowly

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Avestron
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Re: Turret design and learning - slowly

Post by Avestron »

Thanks for laying the cards on the table :c) Now I know that I don't have to worry much about not knowing how to get the finished product showing in blender. I'll need to compile or get a guineapig to compile. :cP

Ok - I'll be moving forward with a full line of turrets and weapons... at least in models. with any luck I'll sort out the UV textures issue I've been having along the way :c)

So you're 17? I'm 27 and I'm impressed with your skills. :cP
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Olrox
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Re: Turret design and learning - slowly

Post by Olrox »

hahahaha, not 17 enymore since 26 October xD
Are you using software with layered picture support for making textures? If so, I can make a texture files and send it to you, then you can see what kind of effects I use :)
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Avestron
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Re: Turret design and learning - slowly

Post by Avestron »

I was heading off to sleep but with a generous offer like that I cannot do so before getting in a reply. :)

I generally use paint.NET but also have access to GIMP (the interface I've not really ever gotten to grips with) and Photoshop on another PC I sometimes have access to. ^_^ So yes I've worked with layers in the past and would definitely appreciate a sample of your work to inspect. :c)

Belated congrats on hitting the big ONE EIGHT ;)
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Re: Turret design and learning - slowly

Post by Mysteryem »

Avestron wrote:I generally use paint.NET
Hi five! :D
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
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Olrox
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Re: Turret design and learning - slowly

Post by Olrox »

Ok, here's the .3ds model, .png UV template and .tif layered texture page for the Sniper Gun Turret. To make the camouflage effect, I make a whole screen of the color I want it to be (can be grey) and apply a "brick" texture (under filter>texturizer, it's a default from Photoshop) with horizontal lighting only. this way, I've got intense blackened/whitened "holes" in the color background. Then, I apply Sponge effects for a splat effect. After that, It's as simple as applying angled strokes and balancing the values until it looks good.
Also, note that intelligent UV mapping is crucial for applying effects- If you want to apply an effect to multiple faces, you must make them adjacent on UV mapping, whenever possible. If you don't , you are going to need a few trial-and-errors until you can match the position of the effect on the texture page.

Additionaly, you can modify & use the model, texture or whatever in the way you like - No fuss about that. It ain't even licensed, I'm too lazy to do that and think that I can make much better work than that. And most of the people around here knows that I've made those textures, so I've already got the appreciation I wanted xD

If you improve it, you should be credited as well, after all, don't you? ;)

Good luck, I look forward to seeing some nice art,
Olrox :!!!:
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Avestron
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Re: Turret design and learning - slowly

Post by Avestron »

Thank you Olrox! :c) Looking at the texture file really helped me get over most of the hurdles in my path 'and' I now know how to deal UV textures properly (strange that Blender requires you to load the file twice - once for in-blender texture viewing, and another for actual rendering 'shrugs')!

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I went with the Tron concept for team colours on this turret (not that I know how to sort it for team colours yet but anyway). ^_^ I think it would be neater than colour plastered all over certain unit parts.

PS. Sorry Mysteryem - I did the texture in PS this time ^_^ :D
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Olrox
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Re: Turret design and learning - slowly

Post by Olrox »

Hmm, I see you've got a few visible seams there (really small, but avoidable).
My personal method for doing that in photoshop is to apply an outer glow of each part's main color (gray, in your case), setting spread to 100 and range to 1 (so that it's an absolutely precise 1 pixel border, entirely of the exact same color), then either have a duplicate layer and merge them or make anything else that makes photoshop "forget" that the outer glow is an effect, and applies it to the layer pixels instead. This way, you have room for another outer glow effect, if you like, on the same layer, and you eradicate the visible black seams.

Another key to success is to use various layers with Bevel and Emboss, outer/inner black glow and black shadow, so that you can fake relief into the textures (Like I've done on the textures for Mangust's pillbox). I prefer applying the largest effects first, and then apply the smaller ones, but always making one communicate with each other so that the model always look "one piece" and cohese. :D

And about teamcolord parts, I think you should use broad stripes, vertically or slightly angled. The turret is a key part for identifying the owner of a vehicle, in most cases, so making evident indications helps identifying friend/foe at a glance - It took me some time to convince myself about that, and I have Zarel to thank about it, as he always defended the need of easy and quick gameplay identification of teamcolors. And pretty much everything else also. Which is a good thing, it makes sense. :D

Glad to have helped you! I'll make some crushed buildings right now :rolleyes:
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Re: Turret design and learning - slowly

Post by Avestron »

Yes - I made the mistake of not scaling up the UV sketch (to reduce pixelation). I'll try to get that right with the next model (and perhaps come back to this one).

In the meantime I've taken your advice for seams - reduced them and increased texture depth.

I also increased the team colour banding of the model. ^_^

This isn't finished yet - I just need to pause for the moment - and then deal with texture inconsistencies :c) Thanks again and good luck with the collapsed buildings.

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Re: Turret design and learning - slowly

Post by Avestron »

A little progress. MG included - textured.

HMG shall likely be a longer slightly broader version of this.

Assault Gun shall be somewhat more different.

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Olrox
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Re: Turret design and learning - slowly

Post by Olrox »

hmm, why don't you make a joint between the barrel and the turret (belonging to barrel mesh)? it looks weird just like that :P
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Avestron
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Re: Turret design and learning - slowly

Post by Avestron »

Hm... a joint.

You mean a circular 'lighter steel' texture centered at the point where the weapon meets turret? I could do that. :c)

One question that comes to mind is whether I should create a single image with many different textures so as to allow all weapons to draw from it. I'm not convinced that the look would be quite as good but maybe it'd be more implimentable.
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Olrox
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Re: Turret design and learning - slowly

Post by Olrox »

Avestron wrote:Hm... a joint.

You mean a circular 'lighter steel' texture centered at the point where the weapon meets turret? I could do that. :c)

One question that comes to mind is whether I should create a single image with many different textures so as to allow all weapons to draw from it. I'm not convinced that the look would be quite as good but maybe it'd be more implimentable.
Someone (Zarel I think) told me that the number of texture files isn't a big problem. However, as you might have seen on my sniper turret, I only use a little part of the image, and the rest is black background. This way, I can merge the image files after I've got a large of them made (so that I can merge textures of convenient sizes, such as one that occupies 1/4 with one that occupies 1/2 and another that occupies 1/4 also), reducing the overall number of pages and mod size a little bit.
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Re: Turret design and learning - slowly

Post by Zarel »

Olrox wrote:Someone (Zarel I think) told me that the number of texture files isn't a big problem. However, as you might have seen on my sniper turret, I only use a little part of the image, and the rest is black background. This way, I can merge the image files after I've got a large of them made (so that I can merge textures of convenient sizes, such as one that occupies 1/4 with one that occupies 1/2 and another that occupies 1/4 also), reducing the overall number of pages and mod size a little bit.
I don't know if I would ever say something like that... In fact, I'd prefer to keep the number of texture files reasonably low. As you say, merge image files, etc. Heck, you can even use some of the tricks Pumpkin used, like reusing the same texture for several weapons.
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Olrox
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Re: Turret design and learning - slowly

Post by Olrox »

Zarel wrote:
Olrox wrote:Someone (Zarel I think) told me that the number of texture files isn't a big problem. However, as you might have seen on my sniper turret, I only use a little part of the image, and the rest is black background. This way, I can merge the image files after I've got a large of them made (so that I can merge textures of convenient sizes, such as one that occupies 1/4 with one that occupies 1/2 and another that occupies 1/4 also), reducing the overall number of pages and mod size a little bit.
I don't know if I would ever say something like that... In fact, I'd prefer to keep the number of texture files reasonably low. As you say, merge image files, etc. Heck, you can even use some of the tricks Pumpkin used, like reusing the same texture for several weapons.
Yeah, that's what Avestron mentioned. I also think that it can be achieved. Actually, you've mentioned that texture page size isn't an issue.
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Re: Turret design and learning - slowly

Post by Avestron »

Heh. Stoked. :c)

So in other words I am best off making a whole bunch of models and 'then' deal with texture files. And therefore, in order to retain a degree of texture detail and clarity, use a 'massive' texture file to support it - with a reasonably large degree of texture re-use ^_^

Thanks. I think I'll get back to modeling a bunch of weapons. In the meantime does anybody have any criticism or comments as regards the latest turret designs (models i.e.)?
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