Clone Wars ATTE

Scarecrow

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Sep 15, 2011
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I'll look into the legs. They won't be physically moveable but the only thing stopping you gluing them in different positions will be the black marks created by the ambient lighting pass. If I tone those down on the joints, it should allow you to position the legs any way you wish.

I am seriously considering adding in the cockpit too as an optional extra. Part of me wants to redo the smaller leg joints now as well to include the bevel - especially as it's intended to be made at a much larger scale now...

Crow
 

Scarecrow

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Sep 15, 2011
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Okay, minor update. I've balanced the values on the legs with the hull and added some highlights to the underside and a few other minor things.
Now featuring alternative Mace Windu, Ryloth markings as well.



Things to do:

Possibly add a few more physical details such as bevelling the knee and ankle joints.
Possibly detail the interior of the cabin as an option.
Add opposite sides to the hull where it hangs down at the sides. At present it would just be plain white paper.

Crow
 

Scarecrow

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Sep 15, 2011
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Blast. It looks like this project has hit a brick wall again. I need the high res version of Pepakura and I really can't afford it at the moment and my existing copy of Pepakura 3 obviously downsizes the texture to 1024 which is way too low res.

I could chop it up and use multiple 1024 textures, but it'll mean remapping and retexturing from scratch.

I'll brood upon it for a little while.

Crow
 

Revell-Fan

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Aug 1, 2009
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Blast. It looks like this project has hit a brick wall again. I need the high res version of Pepakura and I really can't afford it at the moment and my existing copy of Pepakura 3 obviously downsizes the texture to 1024 which is way too low res.

I could chop it up and use multiple 1024 textures, but it'll mean remapping and retexturing from scratch.

I'll brood upon it for a little while.

Crow
Don't give up yet! There is a workaround which I successfully tested with my Dr Z's ship. I doubled the resolution by not using one 1024 x 1024 pix texture map but four 1024 x 1024 pix maps which I arranged in a way that they were stitched seamlessly together. Try to split up the texture map and make single ones for the different components (body, gunner station, front legs, middle legs, etc.) and texture them individually. So you'll be able to use max res texture files on each segment. I'll be doing the same with my Viper (one map for the fin, one for the wings, one for the cockpit ...).
 

Scarecrow

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Sep 15, 2011
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Aye, that's pretty much what I figured and that's probably what I'll do. It might actually be a better way to work and make life a bit easier having the model broken down into several PDOs, I can simply combine them for the final releasable product. It also means that if I need to redo a part, it won't require completely unfolding from scratch every time.

Crow