My meshing and texture skills are far too inferior to take my Death Star mesh any further, so I thought I'd upload here what I've done and hopefully somebody more skillful can take over from where I've feebly left off
Kyrogel12... maybe you might find this useful... or anyone?!
Here is the ZIP of my Test Factory. Install this mod, and crreate a Tech Light Frigate to see it.http://sins.imperial.cc/JasonShipDev.zip (3.3Mb)
My Death Star attempt...
Why is it that whenever I zoom out the lighting whacks out (despite having what I think is a valid DA DDS file!
Have you tried setting both minshadow and maxshadow to 0.4?
I haven't... I'll give it a try tonight. Thanks for the suggestion.
double post
Doh that fixed it. Thanks heaps This is something I've been overlooking for quite a while!
Well, it kind of disables the lighting for the most part. Heh. There are advantages and disadvantages.
Hallo JasonFJ
if its possible im interested in using your deathstar mesh in my mod. Im working on a mod of the Requiem Mod for me and a friend. Do you think its possible to send me your last mesh version?
Thanks Morpheus
Hi, sorry for the delayed reply. I haven't really enhanced it any further.
As long as the resolution is ok, you can pretty much add additional graphics to the DDS file to make it more deathstar like, and if you do manage to tidy up the graphics I could help you with the putting in weapon/aura/ability etc. mesh points.
Reducing the min and max shadow to 0.0 and 0.6 respectively will eliminate the too bright look when zooming out.
One thing I will say: I tried doubling the canvas size of the DDS file and it defininately makes the image much less blurry when zooming in close. However, it pushes the DDS file to 9Mb to 12Mb in size... which is a high price to pay.
What might be a better approach would be to seperately UV map the upper and bottom hemispheres of the overall mesh, and use the same texture area (the only unique parts of the mesh that are worth individualizing is the main laser area and possibly the middle wrap around area (which is nice to appear unique.
However, that will take some mesh re-design better left to those (you?!) that are more capable in 3ds max and UV mapping.
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