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OK then, I think we'll do all interiors as VC's.
I'm just finishing up my PDGF & FRGF textures currently, then I will finish the Destiny info & to-do docs & upload them to the SVN. I'm hoping we can finish Destiny, and also Unity & the PMA in the next month. PMA is already modelled.
I'm also working on Unity tile textures now. Just looking for a decent picture. I cannot use the Destiny tiles for the Unity tiles, as the Unity tiles are slightly different to Destiny's. The Destiny tiles have a raised "X" on them, whereas Unity has an indented "X".
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OFF TOPIC:
For those of you that don't know a lot about texturing, here's some useful advice/info:
To create a texture, you need a good image of the real life object (in this case, Unity module).
But finding a picture is not as easy as it may seem:
1) The picture needs to be hi-res & close-up
2) The picture needs to have the right lighting effect (otherwise texture will not appear metallic, or right colour)
3) Pictures need to be looking directly at the module, they cannot be at an angle, or you won't be able to create a flat looking texture, which is needed.
e.g. a picture taken from a slant underneath & to the side of the module, would not give you a full on square view of the tile.
4) The pictures also need to show a straight tile, they cannot have a curve to them, as again this would not give a flat texture. As all ISS modules are round, these can be difficult to find.
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What I tend to do is not look for a full tile picture, that is mostly impossible.
I only look for part of the tile. All I really need is a good picture showing 1 quarter of the tile, then I can just crop it, & copy & paste it another 3 times, then put them together to make the full tile. When the final texture is completed, Mustard (who is excellent with Photoshop) will add various effects such as correct lighting, colour enhancements, metallic effects etc. to give them a more realistic look.
The older modules are the hardest to find good images of. The 10 megapixel digital cameras that exist today simply weren't around in 1997-1998.
I'm hoping to pick up the pace of development after these first few modules.
It's just that the first job is always the longest.
For instance, when I have the PDGF & FRGF textures done, we can use those for every module. Loads of other stuff we have can be used for other modules also. Also, Once Destiny & Unity are done, all other modules should be quicker as they are already modelled, we just need to adapt them. And the first few jobs will teach us all which teamwork strategies work well & which don't, so we will have more of a "procedure" for working in future.
More updates as they happen,
-Pete
I'm just finishing up my PDGF & FRGF textures currently, then I will finish the Destiny info & to-do docs & upload them to the SVN. I'm hoping we can finish Destiny, and also Unity & the PMA in the next month. PMA is already modelled.
I'm also working on Unity tile textures now. Just looking for a decent picture. I cannot use the Destiny tiles for the Unity tiles, as the Unity tiles are slightly different to Destiny's. The Destiny tiles have a raised "X" on them, whereas Unity has an indented "X".
----------------------------------------
OFF TOPIC:
For those of you that don't know a lot about texturing, here's some useful advice/info:
To create a texture, you need a good image of the real life object (in this case, Unity module).
But finding a picture is not as easy as it may seem:
1) The picture needs to be hi-res & close-up
2) The picture needs to have the right lighting effect (otherwise texture will not appear metallic, or right colour)
3) Pictures need to be looking directly at the module, they cannot be at an angle, or you won't be able to create a flat looking texture, which is needed.
e.g. a picture taken from a slant underneath & to the side of the module, would not give you a full on square view of the tile.
4) The pictures also need to show a straight tile, they cannot have a curve to them, as again this would not give a flat texture. As all ISS modules are round, these can be difficult to find.
----------------------------------------
What I tend to do is not look for a full tile picture, that is mostly impossible.
I only look for part of the tile. All I really need is a good picture showing 1 quarter of the tile, then I can just crop it, & copy & paste it another 3 times, then put them together to make the full tile. When the final texture is completed, Mustard (who is excellent with Photoshop) will add various effects such as correct lighting, colour enhancements, metallic effects etc. to give them a more realistic look.
The older modules are the hardest to find good images of. The 10 megapixel digital cameras that exist today simply weren't around in 1997-1998.
I'm hoping to pick up the pace of development after these first few modules.
It's just that the first job is always the longest.
For instance, when I have the PDGF & FRGF textures done, we can use those for every module. Loads of other stuff we have can be used for other modules also. Also, Once Destiny & Unity are done, all other modules should be quicker as they are already modelled, we just need to adapt them. And the first few jobs will teach us all which teamwork strategies work well & which don't, so we will have more of a "procedure" for working in future.
More updates as they happen,
-Pete

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