Author Topic: [WIP]Motorball - RELEASED  (Read 12924 times)

BloodShot

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[WIP]Motorball - RELEASED
« on: 2013-07-24 02:43:23 »
http://forums.qhimm.com/index.php?topic=14510.msg203748#msg203748 < Release

WIP



I haven't done anything FF related in a while, so to brush up on my modelling, I decided to tackle the motorball.

In a perfect world I would love to UV map and texture it once I'm done too, but realistically I still have trouble with UVs so that might not happen soon.
« Last Edit: 2013-07-30 21:16:54 by BloodShot »

Timu Sumisu

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Re: [WIP]Motorball
« Reply #1 on: 2013-07-24 03:11:52 »
whats the edge count on those wheels?

BloodShot

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Re: [WIP]Motorball
« Reply #2 on: 2013-07-24 03:26:55 »
Here's a render with reduced polycounts on the wheels and all parts modeled



For the wheel now, 528 edges with the spikes, wheel alone is 312 edges, 4679 faces in total for the whole model.
« Last Edit: 2013-07-24 17:11:46 by BloodShot »

obesebear

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Re: [WIP]Motorball
« Reply #3 on: 2013-07-25 03:16:23 »
Yes, yes, yes.  Very nice

BloodShot

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Re: [WIP]Motorball
« Reply #4 on: 2013-07-25 04:30:31 »
Here are the UVs so far



Couple of questions if anyone can help:

1. I was thinking about separating the texture into two texture sheets, one for the bottom half and another for the top half, to keep the UVs a little more manageable. Is this ok? Would this cause any issues with FF7?

2. I want to keep the model in separate parts so I can easily import it to replace existing parts in FF7 - only problem is that way the UVs are separate - is there any way to combine UVs in blender without merging the objects? If not, would arranging the UVs so they fit into one image, and then giving them all the same texture work the same way?

halkun

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Re: [WIP]Motorball
« Reply #5 on: 2013-07-25 05:56:25 »
You can "overlap" similar UVs so that you only need to texture one side so the second side is mirrored. I will recommend that

BloodShot

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Re: [WIP]Motorball
« Reply #6 on: 2013-07-25 18:54:37 »
Small update: Started filling in the texture sheet with colors and some shading to get an idea of it will look



The tire textures aren't mine and are temp, I'll be redoing them once I get the whole thing UV'd.

EDIT: Is there any way to snap vertices on the UV grid to each other? It would make overlapping similar UVs a hell of a lot less tedius.

NVM, found the "Snap selected to cursor" and "snap cursor to selected" options
« Last Edit: 2013-07-25 20:29:42 by BloodShot »

Costa07

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Re: [WIP]Motorball
« Reply #7 on: 2013-07-25 21:46:48 »
looks good

EmperorSteele

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Re: [WIP]Motorball
« Reply #8 on: 2013-07-26 06:54:28 »
This looks great so far! Keep up the good work!

BloodShot

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Re: [WIP]Motorball
« Reply #9 on: 2013-07-26 21:04:44 »
Fully UVed



Ready for me to ditch the placeholders and start painting an actual texture.

BloodShot

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Re: [WIP]Motorball
« Reply #10 on: 2013-07-27 23:19:54 »
Update, top half is almost fully textured

« Last Edit: 2013-07-28 00:10:00 by BloodShot »

mystery_editor

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Re: [WIP]Motorball
« Reply #11 on: 2013-07-28 00:14:47 »
This is looking absolutely brilliant! I can't wait for the release

Rundas

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Re: [WIP]Motorball
« Reply #12 on: 2013-07-28 03:25:31 »
Maybe someday all models will be textured of this quality. The models such as Kaldarasha's are great, but I prefer textures like Timu Sumisu's and apz Cloud.

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Re: [WIP]Motorball
« Reply #13 on: 2013-07-28 03:58:46 »
Well, we don't have an unshaded Motorball, but I don't think anyone will bother because no one would ever use anything but this model for a modded ff7 build.
Having shaded models around doesn't bother me at all, but I like having a FULL set of main characters (and ideally, NPCs as well) that are all done in the same style. It would take a bigger team than we could muster to do a full shaded set, methinks. People who can do work like this want money for it usually, because they are rare and in demand.

BloodShot

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Re: [WIP]Motorball
« Reply #14 on: 2013-07-28 05:14:48 »
Just finished texturing the treads as the final part that was needed





Next step is to port into FF7 :D

Rundas

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Re: [WIP]Motorball
« Reply #15 on: 2013-07-28 06:34:11 »
Well, from Timu we have cloud, Barret, and Vincent, Kela51 did a great Red, and that one guy is almost done with a good Aeris. That just leaves Tifa, Yuffie, and Cid because fuck Cait Sith. I suppose you would need Sephiroth to match too. As long as all those match, Kaldarasha's would be fine for the rest of the NPC's.

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Re: [WIP]Motorball
« Reply #16 on: 2013-07-28 07:35:34 »
That just leaves Tifa, Yuffie, and Cid because f*ck Cait Sith.
You should get to work on that, Clever.

Rundas

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Re: [WIP]Motorball
« Reply #17 on: 2013-07-28 07:38:29 »
I've always wanted to be productive lol :P One of these days I just may try my hand at it. Chalk me up for a download btw.
« Last Edit: 2013-07-28 07:40:41 by [CleverNameHere] »

BloodShot

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Re: [WIP]Motorball
« Reply #18 on: 2013-07-28 09:16:44 »








Will post the download tomorrow. I'm getting some sleep.

Timu Sumisu

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Re: [WIP]Motorball
« Reply #19 on: 2013-07-28 13:48:58 »
I'd darken the shaded areas of the texture more, and widen the tire spikes.

Rundas

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Re: [WIP]Motorball
« Reply #20 on: 2013-07-28 17:45:02 »
I second Timu's suggestions, but great model and texture.

BloodShot

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Re: [WIP]Motorball
« Reply #21 on: 2013-07-28 18:19:26 »
Changed the shading a bit and modified the wheels




Template

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Re: [WIP]Motorball
« Reply #22 on: 2013-07-28 18:41:38 »
OK, now I'm down right frightened of it. I really think you should put a big smiling happy face on him.  :roll:

Rundas

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Re: [WIP]Motorball
« Reply #23 on: 2013-07-28 18:43:00 »
Good looks ;D

ManuBBXX

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Re: [WIP]Motorball
« Reply #24 on: 2013-07-28 20:36:49 »
Amazing !!